(J^kW 



LIBRARY OF CONGRESS. 



Chap.fiOi. Copyright No...l2,. < E 
ShelLJ2lL£i55 



:3 



UNITED STATES OF AMERICA. 



DUPLICATE WHIST. 



DUPLICATE WHIST, 

BY 

JOHN T. "MITCHELL, 

(An Entirely New Edition. 



Containing full explanation of the various 
methods of duplicate play now in vogue, individual 
schedules up to sixty-four and instructions for 
formulating team schedules up to any number. 



WITH APPENDICES: 

MODERN LEADS AND INFERENCES. 

DRAFT OF PROGRAM FOR CONGRESS. 

DRAFT OF BY-LAWS FOR WHIST CLUB. 

THE LAWS OF WHIST AND DUPLICATE 
WHIST. 

(As Adopted by the AMERICAN WHIST LEAGUE.) 



KALAMAZOO, MICH. /j<^ - \ 

Ihling Bros. & Everard, 4*y>' 

1897. 






COPYRIGHI , 

by [hling Bros & Evrrard, 

A. 1) 1896 



TO THE 

AMERICAN WHIST LEAGUE 

( in particular i 

AND TO 

WHIST PLAYERS THE WORLD OVER 

(in general 

THIS BOOK 

IS RESPECTFULLY DEDICATED 

BY THE AUTHOR. 



ERRATA. 

Owing* to a misunderstanding with the author on 
the subject of proof reading*, some errata have been 
allowed to pass into the final print, and it is for the 
purpose of calling attention to them that we now 
claim the reader for a few brief lines. 

Page 14, line 19. Read "Corresponding Secretary" for "President " 

Mr. Schwarz was President in 1895-6. 
Page 57. The E. player at Table 8 in Game 24 should be 19, not 29. 

The S. player at Table 6 in Game 31 should be 34, not 44. 
Page 68. The figures in the Eight Table Schedule under the last two 

headings are transposed; i. <?., the last column should be read 

under the "Passed to" heading, and the next to the last column 

under the "Received from" heading. 
Page 86. In the first line of foot note, "A, K or" should be inserted 

before "K, Q." 

If the reader will kindly make these corrections 
in his copy of the book, he will confer a favor upon 

THE PUBLISHERS, 

Ihling Bros. & Evekakd. 

Kalamazoo, Mich., Jan. j\ 1897. 



CONTENTS. 

Introductory . . . . . . . . 9 

Historical . . . . . . . . 13 

Inter-Club Duplicate Whist . . . . 18 

Progressive Duplicate Whist . . . . 29 

Single Table Duplicate 

Individual Schedules .. .. .. 4< > 

Whitfeld Progressive Duplicate . . '''7 

Ladies and Gentlemen's Schedules . . . . 69 

Team Schedules . . . . 74 

Appendix I. 

Leads and Inferences of Modern Whist . . s l 

Appendix II. 

Program for Congress or Annual Meeting 113 

Appendix III. 

By-Laws and House Rules for Whist Club 121 

Appendix IV. 

Laws of Whist and Duplicate Whist as 

adopted by the American Whist League 139 

Index . . . . . . . . . . 157 



INTRODUCTORY. 

There has been more or less controversy as to 
the origin of Duplicate Whist. Mr. Barnet Phillips 
of the New York Times informed me that it was 
played in Berlin and Paris as far back as 1840, but it 
seems to have been dropped for want of a simple 
method of play, and has only been revived within the 
last decade, owing" to the invention of systems which 
make it as easy to practise as straight whist. 

It is for the purpose of describing- the various 
systems now in vog-ue that the writer has undertaken 
a revision of his first treatise on the subject, believ- 
ing- that an up-to-date text book on Duplicate Whist is 
a real need of the whist fraternity. 

It is claimed that Duplicate Whist gives hap- 
hazard play a significance which it does not deserve, 
because in certain instances more tricks can be made 
by playing- irregularly than by following- the rules; 
but if noninformatory tactics are followed all throug-h 
an evening's play, it will be found that they lose far 
more tricks than they grain, and Duplicate Whist is 
the very thing* that will prove it. If giving both sets 
of opponents the same cards, with the same trump 
and the lead in the same position, does not put both 
sides on an equal footing- then there is nothing- that 
can do so, and if k * duplicate" is not a true test of 



10 Mitchell's duplicate whist. 

skill, it must be acknowledged that whist, itseli 
not a scientific game, but a mere succession of chance 
plays, which may prove fortunate or unfortunate 
according- to the cards held by one's opponents. 

Some people go to the other extreme, and claim 
that there is enough science in straight whist to off- 
set any luck that poor players may have in holding 
cards, but the records of those clubs who have kept 
track of the scores of both straight and duplicate 
whist prove that this claim is illfounded; in fact, it is 
generally found that the players who make a good 
score at "duplicate" are poor scorers at "straight," 
and that is the main reason why duplicate whist is 
the favorite game among the better class of players. 

When the first edition of "Duplicate Whis 
appeared, the game it advocated was attacked with 
great virulence by certain o( the more conservative 
writers of that day. It was branded a "delusion" 
and a "fad," and it was asserted that like most other 
delusions and fads it would have but an ephemeral 
existence. The writer, however, had an abiding 
faith in the future of the game he was trying to make 
the whist fraternity adopt as their standard, and 
time has proved him a better prophet than his critics, 
for to-day "it is the only method employed in testing 
the merits of rival teams or clubs," just as he said it 
would be. 

A little longer time is required to play a given 
number of hands at duplicate than at straight whist. 



INTRODUCTORY. 11 

but the resulting* gain or loss is so much more con- 
clusive as to the skill of the players that the extra 
time consumed must be considered well expended. 
Every whist player knows that when the high cards 
are against him it is impossible for him to take a 
majority of the tricks; and while there may be some- 
thing in keeping down the opponent's majority, it is 
nothing compared with the certainty that before the 
close of the game the chances will be evened up, and 
both sides given equal opportunities. This certainly 
adds zest to the contest, and makes every player bend 
all his energies to the game, knowing full well that if 
he lets opportunities slip there is no way to recover 
them, for there is practically no luck in duplicate 
whist, and therefore no going behind the returns. 

The systems of play as laid down by the author- 
ities are not interfered with, except as regards play- 
ing to the score, which would be manifestly out of 
place when the object is to take the greatest number 
of tricks with every hand. Each player is free to 
follow his favorite "master/ 1 and the result of the 
game, provided he makes no mistakes and has worthy 
opponents, will surely prove whether he has found 
the true principles of the "king of games," or has 
been following false lights only to find himself floun- 
dering in the mire of defeat. 

With these introductory remarks the duplicate 
game is commended to all true lovers of whist. In 
all clubs and coteries where whist is played for its 



12 



Mitchell's duplicate whist. 



own sake, " duplicate" is now the only game played, 
" straight" being- confined to those clubs that allow 
playing- for stakes, where a g-ame is required which 
gives the mediocre player a show T for his money. 




HISTORICAL. 13 



HISTORICAL. 
Cavendish, in his "Card Table Talk," says:— 

"In the latter part of the winter of 1857, during an after-dinner 
conversation, it was remarked by some of the party that whist is a 
mere matter of chance, since no amount of ingenuity can make a 
king win an ace, and so on. This produced an argument as to the 
merits of the game ; and as two of the disputants obstinately main- 
tained the original position, it was proposed to test their powers by 
matching them against two excellent players in the room. 

"To this match, strange to say, the bad players agreed, and a 
date was fixed. Before the day arrived, it was proposed to play the 
match in double, another rubber of two good against two bad players 
being formed in an adjoining room, and the hands being played over 
again, the good players having the cards previously held by the bad 
ones, and vice versa, the order of the play being, of course, in every 
other respect preserved. The difficulty now was to find two players 
sufficiently bad for the purpose ; but two men were found, on con- 
dition of having odds laid them at starting, which was accordingly 
done. 

"On the appointed day, a table was formed in room A, and, as 
soon as the first hand was played, the cards were re-sorted and con- 
veyed into room B. There the hand was played over again, the 
good players in room B having the cards that the bad players had in 
room A. At the end of the hand, the result was noted for compari- 
son, independently of the score, which was conducted in the usual 
way. Thirty-three hands were played in each room. In room A, 
the good players held very good cards, and won four rubbers out of 
six ; in points, a balance of eighteen. In room B, the good players 
had, of course, the bad cards. They played seven rubbers with the 



14 Mitchell's duplicate whist. 

same number of hands that in the other room had played six, and 
they won three out of the seven, losing seven points on the balance. 
The difference, therefore, was eleven points, or nearly one point a 
rubber in favor of skill. 

"A comparison of tricks only showed some curious results. In 
seven of the hands the score by cards in each room was the same. 
In eighteen hands the balance of the score by cards was in favor of 
the superior players ; in eight hands in favor of the inferior. In one 
of these hands the bad players won two by cards at one table, and 
three by cards at the other. 

"The most important result is, that at both tables the superior 
players gained a majority of tricks. In room A, they won on the 
balance nineteen by tricks ; in Room B, they won two by tricks. 

"It will be observed that this experiment does not altogether 
eliminate luck, as bad play sometimes succeeds. Hut by far the 
greater part of luck, namely, that due to the superiority of winning 
cards, is by the plan described quite got rid of." 

In reply to an inquiry made by Mr. Theodore 
Schwarz, then President of the American Whist 
League, Cavendish gave the names of the players 
who participated in the game above described, as per 

the following- letter: 

August 17TH, tfi 
My Dear Schwarz : — 

You wanted to know the names of the first duplicate whist 
players. The date has already been given in " Whist." I have 
heard from my brother and he states as follows : 





HISTORICAL. 

DANIEL JONES. 




INERY. 


TABLE 
I. 


LEWIS. 




EDWARD WILSON. 
BULLOCK. 




BOYCE 


TABLE 
2 


HENRY JONES 



15 



Daniel Jones is my brother. Chinery was afterwards editor of 
The Times. John D. Lewis was afterwards M. P. for Davenport. 
Boyce is known in whist circles as " Mogul." 

Henry Jones. 



G. W. P., 
says: — 



in "American Whist Illustrated," 



"The play of trumps at the outset from five or more does not, 
in a majority of cases, win more tricks for the player than will their 
proper husbandry and use. If you will play twenty or fifty hands 
in duplicate, you may ascertain this fact." 

Neither of these writers, however, gives the 
modus operandi of duplicate play, nor was it intended 
by them that the duplicate method should be gener- 
ally practised, — probably because they were unac- 
quainted with any simple manner of playing it. 



16 Mitchell's duplicate whis 

In the spring- of L888 the following- paragraph 
appeared in the London Field: "A match at whist 
was played in Glasgow between teams of the Carleton 
and Wanderer's Clubs, April L6, when a new system 
of duplicate play, the invention of Mr. James Allison, 
was tested. The cards at the commencement of 
each hand were dealt in the usual manner, but in the 
course of play they were not formed into tricks. 
Each player kept his thirteen cards before him till 
the finish of the hand, and after playing to each trick- 
he placed his card either longwise <>r shortwise, to 
show by which side the trick had been won. This 
arrangement prevailed at two tables, the hands being 
simultaneously played. The hands, as soon as 
finished, were gathered up by each player and placed, 
backs U]), on the table, the dealer leaving the trump 
card, face up, on top of his pack. The players then 
changed tables and replayed the hand, the pla] 
being reversed. A deal was only necessary every 
two hands, and but little more time, after some prac- 
tice, was taken than in playing one hand in the usual 
way." 

This system has been adopted by most of the 
duplicate whist players in this country, except that 
the players are reversed prior to the commencement 
of the game, the players of i^nc four sitting north and 
south at the first table and east and west at the 
second table, while the players i^i the other four sit 
east and west at the first table and north and south 



HISTORICAL. 1 < 

at the second, and the hands are passed from one 
table to the other by means of trays or boards* 
specially prepared for holding* the cards. 

Instead of designating- the winner of a trick by 
placing- the card long-wise or shortwise, sometimes 
chips or counters are used, and as each trick is won 
a chip is taken, and the number of chips held at the 
end of the hand shows the number of tricks taken 
by each side. 

It may be remarked that in sing-le table or two 
table duplicate, the hands may be replayed exactly as 
in straig-ht w r hist, the cards being- thrown into the 
center of the table and ^fathered into tricks. 



*Until the invention of the Kalamazoo Tray the playing of 
duplicate whist was considered a more or less tedious affair, 
especially when it was deemed advisable to preserve a record of 
the play, and, in fact, it is questionable if duplicate whist would ever 
have become the popular game it is to-day, but for that invention. 



* 



18 Mitchell's duplicate whist. 



INTERCLUB DUPLICATE WHIST. 

This is the name now given to that form of the 

game in which the replay of the hands is not accom- 
plished at the same table nor by the same players 
who played the originals, but by co-partners at 
another table, in fact, the team-of-four game. Two 

players of one four sit north-south at the first table, 
and the Other two sit east-west at the second table. 

while two players of the opposing four sit east-west 

at the first table and the other two north-SOUth at the 

second. When the duplicate hand has been played, 

both fours have held all the hands at both tables, and 
each should have taken thirteen tricks for every 
hand, the points gained and lost being the difference 
between that number and the number actually taken. 
The original scores should not be divulged until after 
the duplicate hands have been played, and the 
strictest silence should prevail until the game is 
finished, as any conversation heard at the other table 
is liable to influence the play. Twenty- four hands 
(twelve original deals at each table I can be played in 
about two hours and a half, and should afford ample 
test of the merits of opposing fours. 

In case of a large number of players in one 
assembly the hands may be passed from table to 



INTERCLUB DUPLICATE WHIST. 19 

table so that all the players may play the same deals 
and an "average" struck for the north-south and 
east-west hands. This gives a basis from which to 
reckon the individual gains and losses to the respective 
halves of each team-of-four. 

In this connection, it may be remarked that if in 
playing a match game it should be found that each 
club has an incomplete team (7. e., a pair without 
co-partners), the odd team need not be left out: the 
club that has the extra team sitting north -south at 
the last table adds the east-west average to its total 
score, while the club whose extra team sits east-west 
at the last table adds the north -south average to its 
score. This is as fair for one side as the other, and 
alknvs all the players present to participate in the 
game. 

In seating the players of opposing clubs it has 
become a custom to place the first team of the visiting 
club north -south at the first table, east- west at the 
second, and so on down the line. This custom may 
be formulated into the following general rule: 

Players of the visiting club shall sit north-south 
at the odd numbered tables, east-west at the even; 
and players of the home club shall sit east-west at 
the odd numbered tables, north-south at the even. 

When the match is played on neutral ground, 
positions may be decided by lot or agreement. 

If a match is between a large number of players 
on each side, it will be found advisable not to change 



20 



MITCHELL S DUPLICATE WHIST. 



partners or opponents (except on the progressive 
principle, which will hereafter be explained), but if 
the match is between single teams -of -four, players 
may change positions after every four deals according" 
to the following' schedule, in which the numbers 1, 2, 
3 and 4 represent the players of the visiting club, and 
the numbers 5, 6, 7 and 8 the players of the home 
club. 

FIRST TABLE. 



ORTH. 




SOl'TH. 








WEST 


1 


and 


2 


against 


5 


and 


6 


1 




•> 




7 




- 


1 




3 




7 




5 


1 






• > 


•• 


6 


.. 


8 


1 




4 


" 


5 




- 


1 




4 


• . 


6 




7 



SECOND TABLE. 



NORTH. 




I'H. 








WEST 


7 


and 


s 


against 


3 


and 


4 


5 


c t 


6 


" 


3 




4 


8 


(< 


6 


* c 


2 


.. 


4 


5 


u 


i 


c t 


•_> 




4 


6 


(( 


i 




2 




3 


5 


(< 


s 


c . 


2 


a 


3 



If the match is for forty-eight hands, the follow- 
ing* schedule should be used for the second twenty- 
four, the players, of course, retaining- the same 
numbers: 



1NTERCLUB DUPLICATE WHIST. 
FIRST TABLE. 



21 



NORTH. 




SOUTH. 




EAST. 




WEST. 


1 


and 


2 




against 


6 


and 


5 


1 




2 




t< 


8 




7 


1 




3 




u 


5 




7 


1 




3 




t< 


8 




6 


1 




4 




u 


8 




5 


1 




4 




u 


7 




6 








SECOND TABLE. 








NORTH. 




SOUTH. 




EAST. 




WEST. 


8 


and 


7 




against 


3 


and 


4 


6 




5 






3 


(< 


4 


6 




s 




i< 


2 


. c 


4 


7 




5 






2 


4 4 


4 


7 




6 




i< 


2 


U 


3 


8 




5 




n 


L> 


.. 


3 



After the entire game has been played it will be 
found that each player has played against every other 
player the same number of times, has played through 
him and up to him the same number of times, and 
has played with every other man on his own team the 
same number of times. 

These are the schedules adopted by the Amer- 
ican Whist League, w r ith some slight modifications 
suggested by actual practice since their adoption, 
and w T ill be found to equalize the opposition to a 
nicety, and not alknv the "personal equation" to 
figure unduly in the placing of teams against each 
other. 



22 



MITCHELLS DUPLICATE WHIST. 
SCHEDULE SCORE CARD. 



Versus 



CLUB NO i. 



CLUB NO 2. 



Date, 








-- 




Table i. — NORTH 


DEAL. N 


S 


E W 


SCORE. TOTAL. 1 0. K. EAST 


I 


1 


2 


5 


6 


-- 




2 

3 
4 








! 






5 
6 

7 
8 








7 


8 . ;;; 






9 

IO 

ii 








7 


5 















12 


- - 





13 
14 

16 








6 - 8 

:: 1 :: 


- - 


















- 


17 
18 

19 
20 






4 


5 


8 






L ... ... 





21 
22 








6 


7 








23 

24 















Total, 



INTERCLUB DUPLICATE WHIST. 
SCHEDULE SCORE CARD. 



23 



Versus 





club NO. i. 




CLUB NO. 2. 


I 




5 

6 

7 
8 




2 






3 
4 








da- 


rE, 


Table 2 — NORTH. 









DEAL. N 


S 


E 


W 

?, j 
" i 


SCORE. 


TOTAL. O. K. EAST. 


I 
2 


7 


8 


3 






3 

4 




" ! 


- 




5 
6 



















7 

8 


















9 
10 
















11 
12 








13 

14 
15 
16 





































17 
18 








;; 1 






j _ 




19 
20 






21 














22 

23 
24 
























Total, 









24 



MITCHELL S DUPLICATE WHIST. 
SCHEDULE SCORE CARD. 



Versus 





CLUB NO. i. 


CLUB NO. 2. 


I 




5 

6 

a 

7 
8 




?, 







3 

4 










Dai 


rE, _ _ 


lb i —NORTH 












DEAL. N S 


E W 


►RE. TOTAL. O. K EAST. 


25 

26 

27 

28 


1 2 


':. 5 , 


. ... 









: :: 


" 


29 
30 
3* 
32 








8 


7 











. . . 













33 
34 
35 
36 






3 


5 


7 
























37 
38 
39 
40 








8 6 






— ~ 






















4i 

42 
43 
44 






4 


8 


5 


- 











45 
46 

47 

48 






M ?. 


6 












. __ 









Total, 



INTERCLUB DUPLICATE WHIST. 
SCHEDULE SCORE CARD 



25 



Versus 





CLUB NO i. 


CLUB NO. 2. 


I 




5 

6 

7 ._ 


2 

3 




4 


8 


Da-] 


rE, 


Table 2.— NORTH. 



DEAL. 


N S E W score. 


TOTAL. 0. K. EAST. 


25 

26 

27 


8 


7 


3 4 


- 


- 


28 






29 
30 
31 
32 


6 


5 


!! 1 ;; 
























33 
34 
35 
36 


6 


8 


2 


4 

















37 
38 
39 
40 


7 | 5 

!! 1 " !! 






















. - 


41 76 


2 


3 






42 
43 
44 

















_ . - 


45 

46 

47 

48 


8 


5 




" 1 




a 






::::::::: 






" i 










Total, . 



26 Mitchell's duplicate whist. 

Only one score card is required at each table — 
the north man keeping- the score and the east man 
O. K.-ing* it. 

The interclub g*ame may be used to advantage 
within clubs for tournaments between individuals, 
pairs or fours. It has been the style of game played 
at the Chicag-o Whist Club almost since its very 
organization, and as this club is where the writer has 
g-ained most of his experience in such matters, the 
game which it has adopted naturally suggests itself 
to him as the best that has been so far devised. 
From eig*hty to one hundred players have taken part 
in the weekly tourney of the Chicago Whist Club for 
more than tour years, and there is no demand for a 
change of style yet. When everybody wanted to 
play in the individual game, the players had to be 
divided into sections, in order to accommodate the 
schedules which it was necessary to play by; and 
when there were entries for pairs, teams-of-four and 
individuals all at the same time, all were allowed to 
play according to their inclinations, but the game 
was ahvays interclub duplicate whist, with the 
exception of a few months at the start, before this 
satisfactory g*ame had developed. 

Except when the number of players exceeds 
ninety-six, the number of deals per g-ame may be 
limited to twenty-four, which are as many as can be 
comfortably played in one evening-. When there are 
more than forty-eig'ht players in the g-ame, and less 



INTERCLUB DUPLICATE WHIST. 2i 

than ninety-six, one hand may be dealt at each table 
except the last, at which as many may be dealt as are 
necessary to complete the twenty-four. When there 
are more than twenty-four players in the game and 
not more than forty-eight, two hands may be dealt at 
each table. Over twenty-four, thirty-two or less, 
three hands to a table; and so on, adjusting the 
number of hands to a table according to the number 
of players in the game, and making the last table 
deal as many as are necessary to bring the total up 
to twenty-four. 

If it is desired to play for an individual record, it 
will be necessary to play under the once-with-and- 
twice-against schedules. This will make the number 
of games in a tournament just one less than the 
number of players in it. The gains and losses are 
computed by the comparison of scores with the 
average for the north-south or east-west hands as 
the case may be, and may be reckoned by tricks or 
games, as may be decided by the committee in 
charge of the game. 

If the number of players in an individual record 
tournament is very large, and the time limited, two 
games of twelve hands each, or three games of eight 
hands each may be played in one evening; and if the 
total number of tables exceeds the number of hands 
in a game, the tournament may be divided into 
sections to suit the occasion. For example, in a 
sixty-four individual tournament, in which it was 



28 Mitchell's duplicate whist. 

decided to play games of eight hands, there would be 
two sections, and playing- three games per sitting, it 
w r ould take twenty-one sittings to complete the 
tournament. Each section would play different 
hands, and each would have its own average. 

If it is desired to play for a pair record, the 
once-against schedules are all that is required, and 
the number of games in a tournament is one less 
than the number of pairs. If the time is limited the 
number of hands in a game may be reduced in the 
same way as in the individual tourney. 

The once-against schedules apply also to team- 
of-four tournaments and as it takes four players to 
make a unit this is the quickest kind of a tournament. 
Ninety-six players in a team-of-four tournament 
would complete a schedule in twenty-three weeks, in 
a pair tournament it would take them forty-seven 
weeks and in an individual tournament a year and 
forty-three weeks, playing one game per week'. If it 
is decided to play more than one game at a sitting, 
the deals per game may he reduced in the manner 
described, although it must be borne in mind that the 
fewer the deals the less satisfactory is the test 
obtained. For annual meetings, congresses, etc., 
where it is possible to have two or more sittings per 
day for five or six days at a stretch, the schedules 
may be used to great advantage, and the number of 
hands to be played against each club, pair or indi- 
vidual can be regulated according to the length of 
time at the disposal of the players. 



PROGRESSIVE DUPLICATK WHIST. 29 



PROGRESSIVE DUPLICATE WHIST. 

The form of the progressive game introduced bv 
the writer into the Chicago Whist Club in 1892 was 
adopted by the American Whist League for the pre- 
liminary play for the Hamilton Trophy at the Con- 
gress of 1893 and has been a feature of all succeeding 
Congresses. The number of hands to be played are 
divided equally among the number of tables, and the 
quota at each table is played before any progression 
takes place. When a set has been played the east 
and west players move to the next higher numbered 
table, while the hands are passed to the next lower 
numbered table and another set is played. Then the 
east and west players move again in the same direc- 
tion as before, and the hands are passed in the oppo- 
site direction as before, and so on until a complete 
round of the tables has been made. The hands are 
passed from the first to the last table, while the east- 
west players move from the last table to the first. At 
the conclusion of the game every east and west pair 
has played against every north and south pair and 
every pair has played all the hands. The gain or loss 
to each team is computed by the average for the 
respective hands, which is figured by dividing the 
aggregate score by the number of tables. 

The above directions apply only to games in 
which the number of tables is odd. If the number of 
tables is even, after the east and west players have 
made half the circuit thev strike the same hands that 



30 mitchbll's duplicate whist. 

they started with. This difficulty has been very 
cleverly overcome by the invention of Professor A. 
Hadlock, of Kalamazoo, Mich., whose method is as 
follows : 

Divide the total number of hands to be played into two equal 
parts, and finish one half before starting the other. When the east 
and west players get half way around in the progression they remain 
for another hand or set of hands at the table at which they find them- 
selves, and then pass on to the next table. This makes them finish 
the first half with one table yet to play. When the second half of the 
game begins, the east and west players move back to the table next 
following the one at which they played the double set and proceed as 
before. When they get half way around the second time they find 
themselves at the table at which they did not play at all the first 
time, and as that is where they now play a double set of hands before 
passing to the next table, when they get around the second time they 
have played an equal number of hands at each table 

Prof. Hadlock's game will apply to any number of even tables, 
and in the case of four tables, it may be remarked, there is no change 
of positions between the first and second halves of the game, as at the 
third change the east and west players finish the first half and are 
seated at the proper tables for commencing the second. 

If the number of tables is an even number not 
divisible by three ( .such as 4, S, In, 14, etc.,) there is 
another way, the invention of the writer, to gei 

around the difficulty, which is as follows: 

Start the game exactly as described in the directions for odd tables, 
but divide the quota to be played at each table into two equal portions, 
and let the east and west players move after every half set of hands has 
been played, and go the round of the tables twice. The hands, how- 
ever, only make the round once and are played in exact succession by 
the north and south players, who play the unplayed half of the first set 
against the next comers; then the first half of the next set, and so on. 

If the number of tables is so great that only one 
deal can be started at each table, neither of the above 



PKOGRKSSIVE FOURS. 31 

methods of getting- around the even table difficulty 
can be adopted, in which case the skipping-one-table 
game invented by Mr. E. T. Baker, of Brooklyn, 
comes into play. This is as follows: 

After the east and west players have gone half way around they 
skip one table and continue the progression. This brings them to 
the table at which they started with one hand to play, and they play 
that hand against their original opponents. 

There are two progressive "four" games. One, 
also the invention of the writer, is applicable to any 
number of tables which divided by two brings an odd 
result, such as six, ten, fourteen, etc. In this game 
half the north and south players move and half the 
east and west players sit still. The four players 
move as a unit, or remain seated as a unit, the north- 
south players at the odd numbered tables and the 
east and west at the even being the sitting fours, 
while the east and west at the odd and the north and 
south at the even are the moving fours. The hands 
are passed back and forth between the odd num- 
bered tables and the next higher, and between the 
even numbered tables and the next lower (thus com- 
pleting a match between the two fours at contiguous 
tables), and are then passed in blocks of two to the 
next lower two tables while the moving fours go to 
the next higher two tables. At the conclusion of 
the game all the moving fours have played all 
the sitting fours, and they have both played all the 
hands. 

In order to facilitate the movement of the boards 
in this game the tables should be arranged in parallel 



32 Mitchell's duplicate whist. 

rows, so that 1 and 2, 3 and 4, 5 and 6, etc., arc 
along-side each other, and the last two tables arc 
contiguous to the first two tables. Take, for instance, 
fourteen tables; the arrangement would be as follows: 



14 L3 



If the game is between two clubs it may be 
divided into two independent halves, each half 
containing an odd number of tables. The players of 

one club sit north and south in one half and east and 
west in the other, and after each half has played a 
round of so many hands | one or two to a table as the 
time permits I the boards are passed to the other half 
for the re-play. If the number of tables engaged is 
so large that there i>* not time to play the minimum 
number of hands I one original deal at each table in 
each half}, the hands may be dealt by a neutral 
committee prior to the commencement of the game, 
and duplicated so that identical hands may be played 
in each division. 

If the number of tables divided by two is even, the 
quota of hands to be played against each four may be 
halved, and the moving* fours g*o the round of the 
tables twice, according to directions in the pair game. 
This would not do, however, in the case of twelve or 



PROGRESSIVE FOURS. 33 

twenty-four tables, as the halves of these numbers 
divide evenly by three. 

The other progressive "four" g-ame is the inven- 
tion of Mr. E. C. Howell, of Boston, and was called in 
the programme of the fifth American whist congress, 
held at Minneapolis in 1895, "Howell's Modifi- 
cation of the John T. Mitchell Progressive Sys- 
tem." It provides for the playing- of every 
four against every other four and also for complete 
matches between them. In the writer's pair g-ame 
no attempt is made to have the east and west 
co-partners of any north-south team play the same 
hands in duplicate ag*ainst the north and south 
co-partners of the east-west team that started them. 
This is accomplished in the Howell method by the 
following" process: "The players move as in Mitch- 
ell's system, but the trays are carried, not to the 
next table, but from the middle to the head, with the 
others in natural order. With only three tables in 
play the two systems are identical. With five tables 
Howell moves the trays up two tables, with seven 
tables, three: with nine tables, four, and so on." 

When the number of players eng*ag*ed make an 
even number of tables an extra table is put in, and 
during- the play there are always two tables which 
are idle, but the hands are passed back and forth 
just the same as thoug-h the tables were fully 
occupied. 

The effect of this scheme is to bring- about the 
overplay of the same deals by the same teams, and 



34 Mitchell's duplicate whist. 

the score is usually counted by matches won instead 
of tricks gained. In case of a tie the tricks decide. 

Schedules showing* movement of trays under 
Howell system : 



M 



5 Tables. 6- 


-7 Tables. 


8-9 


Tables 


io-ii Tables 


12-13 Tables 


3 to i 


4 


to 1 




5 


to 1 


6 to 


1 


7 to 1 


4 to 2 


5 


to 2 




6 to 2 


7 


to 


2 


B to 2 


5 to 3 


6 


to 3 




7 


to 3 


8 to 


3 


9 to 3 


i to 4 


7 


to 4 




8 to 4 


9 


to 


4 


10 to 4 


2 to 5 


1 


to 5 




9 


to 5 


10 


to 


5 


11 to 5 




2 


to 6 




1 


to 6 


1 1 


to 


6 


12 to 6 




3 


to 7 




2 


to 7 


1 


to 


7 


13 to 7 










3 


to 8 


2 


to 


8 


1 to 8 










4 


to 9 


3 
4 
5 


to 
to 
to 


10 

1 1 


2 to 9 

3 to 10 

4 to I I 

5 to 12 

6 to 13 


-15 Tables. 




ih-17 


Tables 


19 Ta 


20-21 Tables. 


8 to 1 




( > 


to 


1 




10 to 


I 




1 1 to 1 


9 to 2 




10 


to 


2 




1 1 to 


2 




12 to 2 


10 to 3 




1 1 


to 


3 




12 to 


3 




13 to 3 


1 1 to 4 




1 2 


to 


4 




13 to 


4 




14 ti 


12 to 5 




M 


to 


5 




14 to 


5 




15 to 5 


13 to 6 




M 


to 


6 




15 to 


6 




16 to 6 


14 to 7 




15 


to 


7 




16 to 


7 




17 to 7 


15 to 8 






tO 


8 




17 to 


- 




18 to 8 


1 to 9 




17 


to 


9 




18 to 


9 




[9 to 9 


2 to 10 




1 


to 


10 




19 to 


10 




20 to 10 


3 to II 




2 


to 


1 1 




1 to 


1 1 




21 tO II 


4 tO 12 




3 


to 


12 




2 tO 


12 




I tO 12 


5 to 13 




4 


to 


13 




3 to 


13 




2 tO 13 


6 to 14 




5 


to 


M 




4 to 


M 




3 to 14 


7 to 15 




6 to 


15 




5 to 


15 




• 4 to 15 






7 


to 


16 




6 to 


16 




5 to 16 






8 to 


17 




7 to 


17 




6 to 17 














S to 


18 




7 to 18 














9 to 


19 




8 to 19 

9 to 20 
10 to 21 



PROGRESSIVE FOURS. 35 

22-23 Tables. 24-25 Tables. 26-27 Tables. 28-29 Tables. 

12 to 1 13 to 1 14 to 1 15 to 1 

13 to 2 14 to 2 15 to 2 16 to 2 

14 to 3 15 to 3 16 to 3 17 to 3 

15 to 4 16 to 4 17 to 4 18 to 4 

16 to 5 17 to 5 18 to 5 ig to 5 

17 to 6 18 to 6 19 to 6 20 to 6 

18 to 7 19 to 7 20 to 7 21 to 7 

19 to 8 20 to 8 21 to 8 22 to 8 

20 to 9 21 to 9 22 to 9 23 to 9 

21 to 10 22 to 10 23 to 10 24 to 10 

22 to 11 23 to 11 24 to 11 25 to 11 

23 to 12 24 to 12 25 to 12 26 to 12 

1 to 13 25 to 13 26 to 13 27 to 13 

2 tO 14 I tO 14 27 tO 14 28 tO 14 

3 to 15 2 to 15 1 to 15 29 to 15 

4 to 16 3 to 16 2 to 16 1 to 16 

5 to 17 4 to 17 3 to 17 2 to 17 

6 to 18 5 to 18 4 to 18 3 to 18 

7 to 19 6 to 19 5 to 19 4 to 19 

8 to 20 7 to 20 6 to 20 5 to 20 

9 to 21 8 to 21 7 to 21 6 to 21 

10 to 22 9 to 22 8 to 22 7 to 22 

11 to 23 10 to 23 9 to 23 8 to 23 

11 to 24 10 to 24 9 to 24 

12 to 25 11 to 25 10 to 25 

12 to 26 11 to 26 

13 to 27 12 to 27 

13 to 28 

14 to 29 



36 Mitchell's duplicatk whist. 



LADIES AND GENTLEMEN'S PROGRESSIVE. 

When both sexes participate in the game, and 
one sex is not opposed to the other, the ladies may 
sit north and east, the gentlemen west and south ; and 
if the gentlemen move in one direction while the 
boards are passed in the other, each lady will meet 
every gentleman, either as partner or opponent 
When there is time for a number of sittings, both 
the ladies and gentlemen may change opponents at 
successive games, using the individual schedules for 
multiples of four, and the pair schedules for other 
numbers, as guides in seating themselves at the com- 
mencement of each game. If one sex is opposed to 
the other, and the number of tables engaged divided 
by two brings an in\d result, such as 6, LO, 14, 1^, etc., 
the game in which the sitting fours and moving fours 
oppose each other may be played, the ladies, 
course, being the sitting fours. 



TWO TABLK PROGRESSIVB. 37 



TWO TABLE PROGRESSIVE. 

When there are only two tables in a game, and it 
is desired to establish a pair record, it can be done, 
in a measure, by placing- the teams so that each shall 
be in succession the co-partner of the other. The 
following- schedule illustrates the movement of the 
teams : 

TABLE I. TABLE 2. 

N & S. E. & W. N. & S. E. & W. 

Deals 1 to 8 1 2 3 4 

Deals 9 to 16 13 4 2 

Deals 17 to 24 1 4 2 3 

Each team figures its gain or loss by comparison 
with the pair that sits the same way at the other 
table. 



38 



SINGLE TABLE DUPLICATE. 

By providing- a pack of cards and a tray for every 
original deal, whist in duplicate can be played by four 

people. The cards arc placed in the proper position 
in the tray after the hands arc played, and when the 
agreed number of deals have been played, either the 
trays are turned quarter way round, or the players 
change seats as may be deemed most expedient, and 
the players play the hands formerly held by their 
opponents. The score is counted exactly as in the 
interclub fame, the difference between thirteen and 
the number of tricks actually taken showing the gain 
or loss. 

If the players arc of such calibre that memory 
plays an important part in the play off, the second 
half of the game may be postponed until a future 
sitting, and another game begun. At the second 
sitting the first game may be played off and a third 
game begun; at the third sitting the second game 
played off and the fourth begun, and so on. This, o( 
course, requires two sets of packs and trays. 

It will be found harder to remember the cards if 
the players change partners after every four, six or 
eight hands, and this will further add interest to the 



SINGLE TABLE DUPLICATE, 39 

game by affording* an individual record. Players may 
change partners and positions by the following- 
schedule: 

N. S. E. W. 

Deals 1 to 4, 6 or 8 1 2 3 4 

Deals 5 to 8, 7 to 12 or 9 to 16 1 3 i 2 

Deals 9 to 12, 13 to 18 or IT to 24. . . . 1 4 2 3 

Players should not try to memorize the location 
of cards so as to take advantage of their mnemonic 
ability in the play off. It may help them to win 
mnemonic games, but it will not improve their whist 
playing; in fact, experience has proven that players 
who cultivate their memories for this style of game 
become firm believers in "shots" and irregular plays, 
and when they come to take part in a team -of- four or 
progressive pair game, in which the faculty they have 
so assiduously cultivated is of absolutely no use, they 
find themselves at considerable disadvantage. 



40 Mitchell's duplicate whist. 



INDIVIDUAL SCHEDULES. 

The following paper is from the pen of Mr. W. 
H. Whitfeld, of Cambridge, England, who needs no 
introduction to the whist players of America. His 
biography appeared in "Whist" of February, L894, 
and many double dummy whist problems and other 
contributions by him have adorned the pages of that 
journal both before and since that date: 

Some eighteen months ago the problem of the arrangement of 
whist players for a tournament was brought to my notice by Mr. 
Schwarz and Mr. Mitchell. Since I have had no experience in dupli- 
cate whist, and have Dever entered for any form of whist tournament, 

1 was little concerned with the question considered practical]. 

me it was only an interesting mathematical puzzle. It is from this 
point of view that I will make some remarks on the question, explain- 
ing briefly how a solution was arrived at for the different ca^ 

In all the methods of arrangement .except that for 48 players) 
the main principle is the same. The arrangement for successive 
days is formed from that for the first day by the players moving in 
cyclical order. No. is seat on the first day will be occupied by No. 

2 on the second day ; No. 2's seat will be occupied by No. 3 ; No. 3's 
seat will be occupied by No. 4, and so on. One player alone remains 
in the same seat, which he retains throughout the tournament. This 
player I have denoted by the highest number, No. 36 in the case of 
36 players ; this makes the solutions appear neater than making him 
No. 1. The arrangement for the third day is formed from the second 
in a similar manner. When the members reach the top they begin 
again with No. 1 ; e. g., in the case of 36 players, No. 35 being 
succeeded by No. 1. 



INDIVIDUAL SCHEDULE. 41 

How it is ensured that all the required conditions are fulfilled is 
best shown by taking an example. I will take the case, of 36 players 
the solution of which is one of the most symmetrical. 

At the first table on the first day the two players, Nos. 1 and 34, 
are in partnership ; these two numbers differ by 33. On the second 
day their seats will be occupied by Nos. 2 and 35, which also differ 
by 33- On the third day their seats will be occupied by Nos. 3 and 1, 
which differ by 2 (= 35 — 33). During the tournament all numbers 
that differ by 2 or by the complementary number 33 will come into 
partnership in the places of Nos. 1 and 34 at the first table. Similarly 
all the numbers which differ by 4 or by its complementary number, 
31, will come into partnership in the places of Nos. 2 and 33 at the 
next table. At the nine tables there are eighteen partnerships, 17 of 
which, it should be noted, are represented in the difference of the 
numbers of each pair of partners by the numbers 1-17 (or their 
complements), each occurring once only, the 18th partnership being 
that of the fixed player with each of the other players in turn. It 
is thus seen that during the 35 days each player will play once, and 
only once, with every other player as partner. 

In the same way, if we examine the cases of opposition, we 
shall find that the differences of the numbers belonging to players 
which are opposed to each other are represented by the numbers 1-17 
(or their complements), each occurring twice. Thus it is ensured 
that in the course of the tournament any two given players will twice 
be opposed to each other. 

It will be noticed that in the solution for the case of 36 players 
there is a good deal of symmetry. No. 1 plays with his complement- 
ary number, No. 34. Their adversaries are found by doubling these 
numbers respectively, subtracting 35 when the number exceeds 35. 
Doubling these numbers again we get the first pair of partners at 
the second table. Doubling again we obtain their adversaries, and 
so on for six of the tables. The reason why a symmetrical arrange- 
ment is possible, satisfying the conditions, can be briefly sketched. 

If we take a number less than 35 and prime to it, and continually 
double it (in fact, instead of doubling, we might multiply it by any 



42 Mitchell's duplicate whist. 

number prime to 35), subtracting 35 when the result exceeds 35, we 
get a series of numbers which, after a certain time, will repeat itself ; 
thus, for instance, we can obtain the series of 12, numbers 1, 2, 4, 8, 
16, 32, 29, 23, 11, 22, 9, 18. Similarly, the 12 numbers. 3, 6, 12, 24, 
13, 26, 17, 34, 33, 31, 27, 19, form a recurring series. These two 
series include all the numbers less than 35, except the multiples of 5 
and 7. It may be remarked that the numbers of one series are 
complementary to the numbers of the other series. If, instead of 2, 
we had multiplied by 4, we should have obtained four series, each 
composed of six numbers. In general, however we proceed, we shall 
find the same number of term in each series. 

Now if we form one table of four numbers and multiply contin- 
ually each number of it by some multiplier so as to form succe- 
tables, not only do the numbers occur in a definite series, but 
the difference of any two numbers will occur in a definite order, 
since, when we multiply two numbers by a certain multiplier, the 
difference of the two numbers will also be multiplied by the - 
multiplier. The problem, therefore, reduces to one of choosing our 
initial table so that the four series of numbers derived from each of 
the numbers denoting the players may not overlap, and likewise that 
the series of numbers denoting the differences of partners and 
opponents may not clash. We avoid two derived numbers clashing 
by seeing that the initial numbers belong to different series, or that 
they belong to different parts of the same series, or, in some cases, we 
can manage it by making one an odd and the other an even term of 
the same series. In most cases in which the number of days is not a 
prime number this gives little trouble. To return to the case of 36 
players, after we have arranged the tables for those numbers that 
compose our two series, there remain the multiples of 5 and 7. The 
multiples of 7, excluding 35 itself, make up a table by themselves, 
the differences of the numbers being, of course, also multiples of 7. 
The multiples of 5, together with 35 and the fixed number, 36, can 
without much difficulty be arranged into two tables, the work being 
just the same as arranging a tournament for eight players, i-S, and 
then multiplying the numbers of all the movable players by 5. 



INDIVIDUAL SCHEDULE. \?> 

A similar method of solution can be applied to nearly all ques- 
tions in which we do not obtain a prime number by subtracting unity 
from the number of players ; but in other cases, except in the case of 
12, it cannot be applied. The difficulty is that a table has to be 
formed consisting of the fixed number (36 in the above case), the 
highest of the movable numbers (35 itself, which belongs to no 
series), and two other numbers. Unless there are some numbers 
which, not being prime to the highest number do not belong to the 
ordinary series, we have to take two numbers from the series to make 
up our tables. This makes a discontinuity in our series which cannot, 
in most cases, be surmounted. 

In these cases there is no short road to success To show the 
more tedious method that had to be employed, I will take the first 
problem that I attempted, that for 20 players. 

The difference of any two of the numbers 1-19 may be any of 
the numbers 1-9, or their complements, that is their defect from 19. 
My first task was to arrange the 27 quantities formed by taking the 
numbers 1-9 each three times over into four sets of six each and one 
set of three ; each set of six must be so related to each other as to 
be capable of representing the differences at one table, e. g., 2, 3, 7. 
8, 5, 10, would be such a set, and would represent the differences at 
the table formed of the numbers 1, 4, 9, 11 ; the set of three is to 
represent the differences of the three players who play at the same 
table with the fixed player. 

Having arranged our sets, our next step is to decide which 
numbers in each set are to be the difference of partners. At each 
table there are three ways of arranging partners. Thus, at the table 
1, 4, 9, 11, the partnerships can be represented by any of the three 
pairs of numbers 3, 2 or S, 7 or 5, 10. At the five tables we have to 
arrange the partners so that differences in their numbers shall be 
represented by the nine numbers 1-9, each occurring once. In most 
cases it will be found that this is impossible. We must then proceed 
to arrange our sets differently until we find an arrangement with 
which it is possible. 



44 Mitchell's duplicate whist. 

After this the labor comes. When we have determined the form 
of each table in terms of the differences of the numbers, it is like a 
Chinese puzzle fitting them to the numbers. When i, 4, 9, 11, does 
not fit in, we try 2, 5, io, 12, which is the same table moved on a 
step ; then we move it a step more, afterwards reversing it so that it 
becomes 1, 3, 8, 11, the differences occurring in reverse order. When 
we have fitted that table in, we proceed to fit the next in if we can. 
When we fail, we have to alter the previous arrangement of tables 
again. When we succeed, we must proceed to fit in another table 
until (as is generally the final result) we have determined that there 
is no possible way of arranging the tables, and we have to recom- 
mence the problem absolutely from the beginning. A great number 
of failures were experienced and the problem took a long time 
working out. 

The cases of 8, 12 and 16 players are very simple and present no 
difficulty whatever ; solutions have been worked out independently by 
a large number of people. The method described above was applied 
by myself to the cases of 20, 24 and 28 players. The question of 32 
players, since it had already been solved before my attention was 
called to the subject, I did not attempt. I do not know by what 
method it was arrived at. I should have thought it probably quite as 
hard as the three cases, 20, 24, 28. Neat solutions, more or less 
regular, are possible for 36, 40, 52, 56, 64, 100, and, probably, also 
for 76, 88, 92, 96, &c. 

A tournament for 48 players can be arranged by a method due to 
Professor Moore, by which if a solution can be found for a given 
number of players, a solution can be found for a number four times 
as great. 

With other numbers, the difficulty of solution would probably 
be so great, and the practical value so small, that it is not worth 
while attempting to find an arrangement. 

I enclose a system of working a tournament so that each pair 
may play against every other pair. I only send the scheme for 4, 6, 
7, 8, 9 and 10 tables. (See page 67.) It is quite easy to make up 
similar schemes for 12, 15 or 16 tables (in fact, whenever the number 



INDIVIDUAL SCHEDULE. 4:5 

of hands to be played is a prime number) In the case of 5 tables a 
scheme of the kind is impossible. 

An explanation of the system for the case of four tables follows : 
The movement of the players is the same as usual — E. & W. move 
one way, N. & S. the other, till they get to the end. At one of the 
ends one pair sits fixed and immovable. When they get to the end 
the players change their points of the compass, N. & S. becoming E. 
& W., or vice versa. Seven deals have to he played at the four tables, 
consequently some of the trays are unused part of the time. \X the 
first table No. 1 deal is played first; No. 1 deal is then passed to the 
4th table. No. 4 deal is received from the 3d table, but it is not 
played at once; it is placed under trays 2 and 3, the 2d deal being 
played. The deals are played in consecutive order at each table, and 
from this reason errors can soon be discovered by the man in charge, 
who ought to check off the deal being played at each table after each 
change. If left to themselves entirely the players would confuse the 
hands, since all the players except one pair change tables. In 
ordinary progressive pairs the N. & S. pair remaining throughout at 
one table keep things right, since they know what deal comes next, 
which table it comes from, etc. 

W. H. Whitfeld. 

Formulas for 8, 12 and 16 were published in 
" Whist" of January, 1892, by Mr. A. G. Safford, of 
Washing-ton, D. C, who was the first in the field with 
solutions of problems of this nature, but until 
Mr. W. H. Whitfeld came to the rescue in 1S95, I was 
unable to obtain a formula for any number hig-her 
than 16, with the exception of 32. The latter I 
obtained in the following- manner. Mr. Safford had 
told me that if I numbered the players from 1 up, 
placing- 1 & 2 vs. 3 & 1, 5 & 6 vs. 7 & 8, 9 & 10 vs. 11 & 
12, etc., at successive tables for the first game, and 



46 Mitchell's duplicate whist. 

for the second game placed them in numerical order 
down the north seats at the successive tables, back 
along- the south seats, down again along the east or 
west seats and back again to the first table along the 
west or east seats, and make the players take a 
similar course after every change, that I could work- 
out a formula. I went to work on the idea, but after 
countless experiments, found that it would only 
work tors, 16 and 32, and it is because I found it to 
work for 32 that Mr. Whitfeld has not given us a 
solution for this number. I will try to explain how I 
got the formula from Mr. Safford's instructions. 

For the opening game the players sit as follows : 

Tabic :. Table s. 



Table i. Table 2. I Table 3. Table 4. Tables. Tal 

W, n. B. I W. IN. S B. M N. 8 I . W N. B . 1 , W , M , B B. W. 
1-2-3-4 5-6-7-8 (J-kmi-12 13- 14-IJ : 31-22-3 ^ 

For the second game thev sit: 



s. v. \ . iv. N. B. 1 - W. 



1-16-17-32; 8-I5-18-3] I-X4-XS 19 -\2 2\:r 

I III 

Now if we take these numbers and make them 
follow the same course as the original numbers did, 
placing 1, 16, 17, 32, 2, L5, I s . 31 in the successive 
north seats. 3, 14, 19, "><>, 4, 13, 20, 29 back along the 
south seats, 5, 12, 21, 28, 6, 11, 22, 27 down along the 
east seats and 7, 10, 23, 26, 8, 9, 24, 25 back along 
the west seats, and keep on moving the players in 
that order thirty-one times, we will find that the 
figures follow each other in the following- order: 

i- 2-16-29 8-31-24-27 23-22-11-19I21- 6-15-20 2S-26-10-1.C13- 4-32-25 7-18-12-30I 9- 3-17 5 






INDIVIDUAL SCHEDULE. 17 

Now we want a formula in which the figures will 
run in rotation, and in order to bring- this about we 
substitute the next number for the numbers we find 
in the respective positions. That is, we put 3 in the 
16th position, 1 in the 29th, 5 in the 8th, 6 in the 31st, 
7 in the 21th, 8 in the 27th, 9 in the 23rd, 10 in the 
22nd, 11 in the 11th, 12 in the 19th, 13 in the 21st, 11 
in the 6th, 15 in the loth, 16 in the 20th, 17 in the 
28th, 18 in the 26th, 19 in the 10th, 20 in the 11th, 21 
in the 13th, 22 in the 1th, 23 in the 32nd, 21 in the 
25th, 25 in the 7th, 26 in the 18th, 27 in the 12th, 28 in 
the 30th, 29 in the 9th, 30 in the 3rd, 31 in the 17th 
and 32 in the 5th and our task is accomplished. 

I- 2-30-22|32-I4-25- 5I29-I9-II-27I21-2O-I5- 3I3I-26-I2-16I13-IO- Q- 7I24-18- 8-I7I 4-28- 6-23 



48 



MITCHKLL S DUPLICATK WHIST. 



SCHEDULE FOR EIGHT PLAYERS. 



Once With and Twice Against. 



VME 




TABLE 


i. 






TABLE 


2 






N 


s. 


E 


\v. 


N. 


S 


E. 


W 


I 




2 


7 


3 


8 


6 


5 


4 


2 




3 


8 


4 


2 


7 


6 


5 


3 




4 


2 


5 


3 


8 


7 


6 


4 




3 


3 


6 


4 


j 


8 


7 


5 






4 


7 


5 


3 


2 


B 


6 




7 


5 




6 


4 


3 


2 


7 






6 


2 


: 


; 


4 


3 



SCHEDULE FOR TWELVE PLAYERS 



Once With and Twice Against. 



GAME. 


'1 AMI 


,E I 






TAB! 


.B 2 




i v 




N 


s 


E. 


w 


N 




1 


w 




s 


1 


\v. 


I 1 


2 


I 2 


5 




6 


IO 


i i 




] 


4 


7 


2 ] 


3 


- 


6 


9 


7 


1 1 


I 2 


IO 


4 


5 


8 


3 > 


4 


3 


7 


IO 


8 


IJ 


2 


I I 


5 


6 


9 


4 ] 


5 


4 


8 


i i 


9 


2 


3 


12 




7 


IO 


5 > 


1 


5 


9 


i z 


hi 


3 


4 


2 


7 


8 


1 1 


6 3 


t 7 


6 


IO 


2 


1 1 


4 


5 


3 


8 


9 


12 


7 3 


[ 8 


7 


1 1 


3 


1 1 


5 


6 


4 


9 


IO 


2 


8 ] 


I 9 


- 


12 


4 


2 


6 


7 


5 


IO 


1 1 


3 


9 3 


: IO 


9 


2 


5 


3 


7 


8 


6 


1 1 


ij 


4 


IO 


[ 1 1 


IO 


3 


6 


4 


8 


9 


7 


12 


2 


5 


II 


[ 12 


1 1 


4 


7 


5 


9 


IO 


B 


2 


3 


6 



INDIVIDUAL SCHEDULE. 



49 



SCHEDULE FOR SIXTEEN PLAYERS 
Once "With and Twice Against. 



GAME. 


TABLE 


1. 


TABLE 2. 


TABLE 3. 


TABLE 4. 


N 


. S. 


E. 


w. 


N. 


s. 


E. 


w. 


N. 


s. 


E. W. 


N. 


s. 


E. W. 


I J 


2 


II 


9 


16 


' 5 


6 


3 


IO 


4 


14 


13 


8 


15 


7 12 


2 ] 


" 3 


12 


10 


2 


6 


7 


4 


II 


5 


15 


14 


9 


16 


8 13 


3 ] 


[ 4 


13 


1 1 


3 


7 


8 


5 


12 


6 


16 


15 


10 


2 


9 14 


4 i 


5 


14 


12 


4 


8 


9 


6 


13 


7 


2 


16 


11 


3 


10 15 


5 i 


6 


15 


13 


5 


9 


10 


7 


14 


8 


3 


2 


12 


4 


11 16 


6 ] 


7 


16 


14 


6 


10 


11 


8 


15 


9 


4 


3 


13 


5 


12 2 


7 3 


[ 8 


2 


15 


7 


11 


12 


9 


16 


10 


5 


4 


14 


6 


13 3 


8 j 


9 


3 


16 


8 


12 


13 


10 


2 


11 


6 


5 


15 


7 


14 4 


9 i 


10 


4 


2 


9 


13 


M 


11 


3 


12 


7 


6 


16 


8 


15 5 


IO ] 


: 11 


5 


3 


10 


14 


15 


12 


4 


13 


8 


7 


2 


9 


16 6 


ii ] 


[ 12 


6 


4 


11 


15 


16 


13 


5 


14 


9 


8 


3 


10 


2 7 


12 ] 


13 


7 


5 


12 


16 


2 


14 


6 


15 


10 


9 


4 


11 


3 8 


13 3 


E 14 


8 


6 


13 


2 


3 


15 


7 


16 


11 


10 


5 


12 


4 9 


I 4 ] 


' 15 


9 


7 


14 


3 


4 


16 


S 


2 


12 


11 


6 


13 


5 10 


15 1 


[ 16 


10 


S 


15 


4 


5 


2 


9 


3 


13 


12 


7 


14 


6 11 



50 Mitchell's duplicate whist. 



a a 



00 OO - 1 N *n -T in C ^ OQ CnO N m tj- m sC t^ 

MM MMMMMMMMCI 

ro-rmvc is oc O Q - N -n «r m o r^oo o O n 

HMMMMMMMMMCI 

f*. 00 0*0 - N ^ *r m C t»<» 00 C^C n *o «r m O 

MMMMMMMMMM« 

ts 00 OO (N PO -r m >C tsi 00 CTC - N ~n 1" »n vD 

H M M CN „______ ^, 







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£ 
































^4 








t/i 






a 


o 


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in 


c 


N 


K 


~ 





H 


-) 


PT 


-r 


m 


c 


r^ 


X 


rr\ 


c* 






~4 






































w 






Cfl 


N 


m 


-r 


m 


c 


r- 


X 


o 


o 


CN 


prj 


— 


i/~. 


^ 


r^ 


X 


& 


o 


-H 


> 




< 
H 


















'1 


















H 


H 


< 






z 


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r 


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c 












































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ff] 


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- 


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pn 
















N 


















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M 


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c\ 


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JJ 


-v- 


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ts 


cr. 


7 


O 


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W 




J 










































£ 




- 
< 


t/i 


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r- 


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o 

CM 


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m 




ts 


x 







H 


T3 

c 


z 


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m 


o 


t> 


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— 


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w 


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1*1 


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in 


£ 


r^ 


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m 


ti 


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h 


£ 


n 


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r^ 


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Q 


N 


m 


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o 


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£ 


r^ 


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c 


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M 


















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N 


H 


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w 


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p^ 


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PH 


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>r, 


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— 


"i 


m 


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IT) 


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X 






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1-1 


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H 


z 


o 


r- 


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r 


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"4 


CS 


i* 


~r 


m 


vO 


r^ 


r. 


7 


Q 


- 


M 


f*1 


-r 


m 


S 














































o 














































l/J 






> 


o 


- 


^j 


m 


— 


in 


o 


N 


X 


7 


O 


-\ 


-^ 


-r 


m 


vO 


rs 


X 


91 




























-j 




































































a 


a 


on 





- 


N 


rr 


-r 


m 


£ 


i- 


X 


T 


O 


N 


rn 


-r 


LT, 


^ 


r- 


X 






J 














































33 


r. 


!N 


-*~ 


1- 


in 


o 


t^ 


X 


- 


o 


M 


04 


-«~. 


-r 


m 


2 


rs 


X 


~ 









< 






































M 






H 


z 












































a 
S 




- 


?* 


ro 


»*■ 


m 


vC 


t> 


X 


g> 





- 


N 


w 


TT 


ir 


vO 


N 


X 


r 



INDIVIDUAL SCHEDULE. 



51 



-<*" mo t^oo <y> o 



• mo t^co Cn O m n m -rt- 



CO 

< 

D 
O 

i 

>« 

H 
2 

O 

W 

D 
Q 

K 
a 

0) 



in 


£ 


w 


W 


j 




QQ 




<" 


1/3 


H 





tj-n fot mo r^oc Q\ o 



n m -*• mo r^x <^ O m m m 

_MMMMMMMNNN04 



mO t-^x <j\ o 



t^OO ^ O m N ro -t mO) t^OO OO ^ N "C "^" M ro^-mO 

MMMMMMMMMMNNNNN 



.j ot^X)O0M<smTj-mor>.xo0'-i<N'O'^-0Jro'^-m 

Tf £ MMMWMMMMMMN<NN04N 

a rj n m -t- mo r^x o O ^ n ro^cs m^- mo r^x G\ o w 

• mo i>.x C^o h n n 



• mo c^x oo M ^ m t n m Tt mo t^oo O O 

MMMMMCS|<N<N<NN I-" 



O c^x C^O m n co ^ ^ ~n-t-mo r^x oo «-• o< m^-m 

MMMMNNNNN MMMMMM 



■ mo t^x & O 



m m tj- mo t^x c^ o 



m Tt- mo t^x & o 



<n m «*- mo i>-x 



N po ^- mo i>.x Gn O 



n -n ^- ino r^x oo 



52 



mitchp:ll s duplicati- whist. 



SCHEDULE FOR TWENTY-EIGHT PLAYERS. 



Once With and Twice Against. 



AME. 


TABLE I 




TABLE 2 




TABLE 5 






rABLE 4 






H. S. 


K. 


\v. 


N. 


s. 


E. 


\v. 


N. 


S. 


E. 


W. 


N 


s. 


E. 


w . 


I ] 


2 


24 


25 


18 


7 


17 


IO 


19 


22 


21 


I I 


16 


3 


5 


9 


2 ] 


3 


25 


26 


19 


8 


iS 


II 


20 


23 


22 


12 


17 


4 


6 


10 


3 1 


4 


26 


27 


20 


9 


19 


12 


21 


24 


23 


13 


l8 


5 


7 


1 1 


4 i 


5 


27 


28 


21 


10 


20 


13 


22 


25 


24 


M 


19 


6 


8 


1 j 


5 i 


6 


28 


2 


2 2 


1 1 


21 


14 


23 


JO 


25 


15 


20 


7 


9 


U 


6 ] 


7 


2 


3 


23 


12 


22 


l 5 


24 


27 


26 


16 


JI 


8 


10 


; 4 


7 ] 


8 


3 


4 


24 


13 


23 


in 


25 


28 


27 


17 


22 


9 


1 1 


15 


8 ] 


9 


4 


5 


25 


M 


24 


17 


26 


2 


'28 


[8 


23 


10 


12 


16 


9 * 


10 


5 


6 


26 


15 


25 


[8 


27 


3 


2 


19 


24 


1 1 


13 


n 


IO ] 


11 


t. 


7 


27 


16 


26 


1.) 




4 


3 


20 


25 


1 j 


M 


iS 


1 1 ] 


12 


7 


8 


-^ 


17 


27 


20 


2 


5 


4 


j 1 


lh 


13 


15 


10 


12 ] 


13 


8 


9 


J 


iS 


28 


j 1 


3 


6 


5 


iz 


27 


M 


16 


JO 


13 I 


14 


9 


10 


3 


tg 


J 


jj 


1 


7 


6 


23 


28 


15 


17 


Jl 


14 ] 


J 5 


10 


1 1 


4 


JO 


3 


23 


5 


8 


7 


24 


J 


[6 


18 


11 


15 ] 


t6 


1 1 


12 


5 


J I 


4 


24 


6 


9 


8 


25 


J 


17 




23 


16 i 


17 


12 


13 


6 


22 


5 


25 


7 


10 


9 




4 


18 


20 


24 


17 i 


18 


13 


r 4 


7 


23 


6 


26 


8 


1 1 


10 


27 


5 


19 


21 


25 


18 


[ 19 


*4 


*5 


8 


24 


7 


27 


9 


1 j 


1 1 


28 


6 


20 


22 




19 ] 


20 


15 


16 


9 


25 




JS 


10 


13 


1 j 


2 


7 


21 


23 


27 


20 ] 


[ 21 


16 


17 


10 


JO 


9 


2 


1 1 


M 


13 


3 


8 


22 


24 


28 


21 ] 


[ 22 


17 


18 


1 1 


27 


10 


3 


12 


15 


14 


4 


9 


23 


25 


J 


22 ] 


23 


18 


19 


12 


28 


1 1 


4 


13 


16 


15 


5 


10 


24 


26 


3 


23 i 


c 24 


19 


20 


13 


2 


12 


5 


14 


17 


16 


6 


1 1 


25 


27 


4 


24 ] 


[ 25 


20 


21 


M 


3 


13 


6 


15 


18 


17 


7 


12 


26 


28 


5 


25 


t 26 


2 1 


22 


15 


4 


'4 


7 


16 


19 


18 


- 


13 


27 


2 


6 


26 ] 


l 27 


22 


23 


16 


5 


*5 


8 


i7 


JO 


19 


9 


*4 


28 


3 


7 


27 


[ 28 


23 


24 


17 


6 


16 


9 


18 


21 


JO 


10 


15 


2 


4 


8 



INDIVIDUAL SCHEDULE. 53 



SCHEDULE FOR TWENTY-EIGHT PLAYERS —Continued. 



9 
10 
ii 

12 

13 
M 

15 
16 

17 
18 

19 
20 

21 
22 
23 
24 
25 
26 

27 





TABLE 5 




TABLE 6. 




TABLE 7. 




N. 


S. 


E. 


w. 


N. 


s. 


E. 


w. 


N. 


s. 


E. 


w. 


15 


20 


27 


6 


23 


4 


28 


13 


26 


8 


J 4 


12 


16 


21 


28 


7 


24 


5 


2 


J 4 


27 


9 


15 


13 


17 


22 


2 


8 


25 


6 


3 


15 


28 


10 


16 


14 


18 


23 


3 


9 


26 


7 


4 


16 


2 


11 


17 


15 


19 


24 


4 


10 


27 


8 


5 


17 


3 


12 


18 


16 


20 


25 


5 


11 


28 


9 


6 


18 


4 


13 


19 


17 


21 


26 


6 


12 


2 


10 


7 


19 


5 


14 


20 


18 


22 


27 


7 


13 


3 


11 


8 


20 


6 


15 


21 


19 


23 


28 


8 


14 


4 


12 


9 


21 


7 


16 


22 


20 


24 


2 


9 


15 


5 


13 


10 


22 


- 8 


17 


23 


21 


25 


3 


10 


16 


6 


14 


11 


23 


9 


iS 


24 


22 


26 


4 


11 


17 


7 


15 


12 


24 


10 


19 


25 


23 


n 


5 


12 


18 


8 


16 


13 


25 


11 


20 


26 


24 


28 


6 


13 


19 


9 


*7 


H 


26 


12 


21 


27 


25 


2 


7 


14 


20 


10 


18 


15 


27 


13 


22 


28 


26 


3 


8 


i5 


21 


11 


19 


16 


28 


M 


23 


2 


27 


4 


9 


16 


22 


12 


20 


17 


2 


15 


24 


3 


28 


5 


10 


17 


23 


13 


21 


18 


3 


16 


25 


4 


2 


6 


11 


18 


24 


14 


22 


19 


4 


*7 


26 


5 


3 


7 


12 


19 


25 


J 5 


23 


20 


5 


18 


27 


6 


4 


8 


13 


20 


26 


16 


24 


21 


6 


19 


28 


7 


5 


9 


14 


21 


27 


i7 


25 


22 


7 


20 


2 


8 


6 


10 


15 


22 


28 


18 


26 


23 


8 


21 


3 


9 


7 


11 


16 


23 


2 


19 


27 


24 


9 


22 


4 


10 


8 


12 


17 


24 


3 


20 


28 


25 


10 


23 


5 


11 


9 


13 


18 


25 


4 


21 


2 


26 


11 


24 


6 


12 


10 


14 


19 


26 


5 


22 


3 


27 


12 


25 


7 


13 


11 



54 



MITCHKLLS DUPLICATK WHIST. 



SCHEDULE FOR THIRTY-TWO PLAYERS. 

Once With and Twice Against. 



AME. 


TABLE 


1. 




TABLE 


2. 




TABLE 


3 


TABLE 4 




N. S. E 


\v. 


N. 


S. 


E. 


w. 


N 


s 


E. 


w 


N S. E. W 


I 


I 2 30 


22 


32 


M 


25 


5 


29 


19 


I I 


27 


21 20 15 3 


2 


I 3 31 


23 


2 


l 5 


26 


6 


30 


20 


12 


28 


22 21 l6 4 


3 


I 4 32 


24 


3 


16 


27 


7 


31 


21 


13 


29 


2 3 22 17 5 


4 


I 5 2 


25 


4 


17 


28 


8 


32 


22 


M 


30 


24 23 li 


5 


r 6 3 


26 


5 


[8 


29 


9 


2 


23 


15 


V 


25 24 19 7 


6 


I 7 4 


27 


6 


19 


30 


10 


J 


24 


[6 




j" 25 20 8 


7 


, 8 5 


28 


7 


20 


P 


1 1 


4 


-^5 


'7 


2 


26 j 1 9 


8 


1 9 6 


29 


8 


2 1 


J2 


1 2 


5 


JO 




J 


j 10 


9 


1 10 7 


30 


9 


22 


2 


1 ] 


6 


27 


19 


4 


23 11 


IO 


1 1 S 


J] 


10 


23 


3 


'4 


7 


28 




5 


30 29 24 12 


i i 


1 2 9 


J2 


1 1 


24 


4 


'5 


B 


JO 


j 1 


6 


si 30 25 13 


12 


1 [3 10 


2 


1 2 


25 


5 


[6 


9 


V) 


22 


7 


\2 J] 26 I4 


13 


14 11 


3 


• J 


26 


6 


'7 


10 


|1 


23 


8 


2 3 ■' 


*4 


15 12 


4 


'4 


27 


7 


18 


1 1 


32 


24 


9 


3 2 28 16 


'5 


[6 [3 


5 


'5 




s 




1 j 




25 


10 


4 1 


16 


17 14 


6 


[6 


29 


9 


JO 


• J 


J 




1 1 


5 4 30 18 


17 


IS 15 


7 


17 


30 


10 


2 I 


'4 


4 


27 


1 2 


6 5 3' I'"* 


18 


K) [6 


8 


[8 


3i 


1 1 


22 


15 


5 




• J 


7 6 32 jo 


19 ] 


20 17 


9 


10 


32 


1 2 


23 


[6 


6 




U 


■ ji 


20 i 


2 1 [8 


10 


20 


j 


>3 


24 


17 


7 


IO 


'5 


9 8 i 22 


21 1 


J J H) 


1 1 


2 1 


J 


'4 


25 


18 




31 




10 9 4 23 


22 


j 3 jo 


1 2 


22 


4 


'5 


26 


19 


9 


32 


'7 


1 1 10 5 J4 


23 1 


J4 2 1 


E3 


23 


5 


16 


27 


20 


10 


2 




1 j 1 1 6 25 


24 i 


25 22 


14 


24 


6 


17 


28 


j 1 


1 1 


3 


19 


1 3 1 2 7 26 


25 1 


26 23 


15 


25 


7 


18 


29 


j j 


1 j 


4 




14 13 8 27 


26 1 


27 24 


16 


26 


s 


19 


30 


23 


13 


5 


2 1 


15 14 9 28 


27 1 


28 25 


17 


27 


9 


20 


31 


24 


M 


6 


22 


16 15 10 29 


28 1 


29 26 


18 


28 


10 


21 


32 


25 


^5 


7 


23 


17 16 11 30 


29 1 


30 27 


19 


29 


1 1 


22 


J 


26 


16 


8 


24 


18 17 12 31 


30 1 


31 28 


20 


30 


12 


23 


3 


27 


17 


9 


25 


19 18 13 32 


3i 1 


32 29 


21 


31 


13 


24 


4 


28 


18 


10 


j6 


20 19 14 2 



INDIVIDUAL SCHEDULE. 55 

SCHEDULE FOR THIRTY-TWO PLAYERS.— Continued 

TABLE 5. TABLE 6. TABLE J. TABLE 8. GAME. 

N. S. E. W. N. S. E. \V. N. S. E. W. N. S. E. W. 

31 26 12 16 13 10 9 7 24 18 8 17 4 28 6 23 I 

32 27 13 17 14 11 10 8 25 19 9 18 5 29 7 24 2 

2 28 14 18 15 12 11 9 26 20 10 19 6 30 8 25 3 

3 29 15 19 l6 13 12 IO 27 21 II 20 7 31 9 26 4 

4 30 l6 20 17 14 13 II 28 22 12 21 8 32 10 27 5 

5 31 17 21 l8 15 14 12 29 23 13 22 9 2 II 28 6 

6 32 l8 22 19 l6 15 13 30 24 14 23 IO 3 12 29 7 

7 2 19 23 20 17 16 14 31 25 15 24 11 4 13 30 8 

8 3 20 24 21 l8 17 15 32 26 l6 25 12 5 14 31 9 

9 4 21 25 22 19 l8 l6 2 27 17 26 13 6 15 32 IO 

10 5 22 26 23 20 19 17 3 28 l8 27 14 7 l6 2 II 

11 6 23 27 24 21 20 l8 4 29 19 28 15 8 17 3 12 

12 7 24 28 25 22 21 19 5 30 20 29 l6 9 l8 4 13 

13 8 25 29 26 23 22 20 6 31 21 30 17 10 19 5 14 

14 9 26 30 27 24 23 21 7 32 22 31 l8 II 20 6 15 

15 IO 27 31 28 25 24 22 8 2 23 32 19 12 21 7 l6 

16 II 28 32 29 26 25 23 9 3 24 2 20 13 22 8 17 

17 12 29 2 30 27 26 24 IO 4 25 3 21 14 23 9 l8 

18 13 30 3 31 28 27 25 II 5 26 4 22 15 24 10 19 

19 14 31 4 32 29 28 26 12 6 27 5 23 16 25 II 20 

20 15 32 5 2 30 29 27 13 7 28 6 24 17 26 12 21 

21 16 2 6 3 31 30 28 14 8 29 7 25 l8 27 13 22 

22 17 3 7 4 32 31 29 15 9 30 8 26 19 28 14 23 

23 l8 4 8 5 2 32 30 16 IO 31 9 27 20 29 15 24 

24 19 5 9 6 3 2 31 17 11 32 10 28 21 30 16 25 

25 20 6 IO 7 4 3 32 l8 12 2 II 29 22 31 17 26 

26 21 7 II 8542 19 13 3 12 30 23 32 18 27 

27 22 8 12 9653 20 14 4 13 31 24 2 19 28 

28 23 9 13 10 7 6 4 21 15 5 i4 32 25 3 20 29 

29 24 IO 14 II 8 7 5 22 l6 6 15 2 26 4 21 30 

30 25 11 15 12 9 8 6 23 17 7 16 3 27 5 22 31 



56 



MITCHELL'S DUPLICATE WHIST. 



SCHEDULE FOR THIRTY-SIX PLAYERS. 



Once With and Twice Against. 



3AME. 


TABLE I. 


TABLE 2. 


TABLE 


3- 


TAF.LE 4. 


TABLE 5. 


N 


. S. 


E. W. 


N 


S. 


E. W. 




w, 


N. 


S. E. W, 


N. 


s. 


B. W. 


I 


I 2 


32 12 


7 


17 


27 22 


6 13 34 


20 


10 


9 36 IS 


14 


5 


3 16 


2 


I 3 


33 13 






28 23 


7 14 35 


21 


I I 


10 2 19 


15 


6 


4 17 


3 


i 4 


34 M 


9 


ig 


29 24 




22 


12 


11 3 20 


16 


7 


5 i» 


4 


I 5 


55 15 


10 


20 


30 25 


9 16 2 


23 


13 


12 4 21 


17 


8 


6 19 


5 


r 6 


36 16 


11 


21 


31 26 




M 


14 






9 


7 20 


6 


i 7 


2 i; 


12 


22 


32 27 


I x 18 \ 


25 


15 


14 6 23 


19 


10 


8 21 


7 


i 8 


3 18 


13 


23 








16 


15 : -4 


20 


1 1 


9 22 


8 


i 9 


4 19 


14 


24 


34 29 


13 20 fi 


27 


17 




21 


12 


10 23 


9 


[ 10 


5 20 


15 


25 


35 30 


14 21 7 




[8 


17 9 2f> 


22 


13 


1 1 24 


IO 


i ii 


6 21 


16 2<3 36 31 


15 22 - 


ag 




l8 IO 27 


23 


U 


12 25 


ii 


I 12 


7 22 


17 


27 


2 32 


9 30 


20 


19 II 28 


24 


15 


13 26 


12 


13 






28 


3 33 


17 24 10 




21 




25 


.6 




13 


' i \ 


9 24 


19 


29 








22 




26 


l 7 




«4 


15 


10 25 


20 


30 


5 35 


ig 26 12 


33 


23 


22 I ; ,1 


27 


[8 


16 29 


15 


16 


11 26 


21 


11 




20 27 13 




-» 




28 


ig 


17 30 


x6 


17 


12 27 






1 2 




35 






29 


20 




i/ 


18 




23 


13 










25 17 34 


30 


21 




1 8 


[ 19 


14 29 


24 




9 \ 


23 30 16 


2 


-: 




31 


22 


20 33 


19 


20 


15 30 


2? 


35 


10 5 




3 




27 19 36 






20 


21 


16 .1 






11 f> 


25 32 18 


4 


29 


28 20 2 


33 


M 


22 35 


21 


[ 22 




27 


2 


12 : 


*5 33 19 


5 


30 29 21 3 


34 


25 23 36 


22 


23 


i> s 33 


28 


3 


13 8 




6 


31 


30 22 4 


35 


26 


24 2 


23 


1 24 


19 34 


zg 


4 


M 9 




7 


23 5 




«7 


25 3 


24 


25 


20 35 


30 


5 


15 10 




- 


33 


32 24 6 


2 






25 1 


26 


21 36 


31 


6 


(6 1 1 


30 2 23 


9 


34 




3 


2<) 


^7 5 


26 ] 


27 


22 2 


32 


7 


17 12 


3i 3 24 


10 


35 


34 26 8 


4 


30 


98 6 


27 


t 28 


23 3 


33 


- 


18 13 


32 4 25 


11 


36 


35 27 g 


5 


31 




28 


29 


24 4 


34 


9 


19 14 


33 5 26 


12 


2 


36 2S 10 


6 


32 30 8 


29 I 


30 


25 5 


35 


10 


20 15 


34 6 27 


13 


3 


2 29 II 


1 7 


33 


3i 9 


30 i 


3i 


26 6 


36 


1 1 


21 16 


35 7 28 


14 


4 


3 30 12 




34 


32 10 


3i 1 


32 


27 7 


2 


12 


22 17 


36 8 29 


15 


5 


4 31 13 


9 35 33 11 


32 I 


33 


28 8 


3 


13 


23 18 


2 9 30 


16 


6 


5 32 14 


10 


36 


34 12 


33 3 


34 


29 9 


4 


M 


24 19 


3 10 31 


17 


7 


6 33 15 


11 


2 


35 13 


34 J 


35 


30 10 


5 


15 


25 20 


4 11 32 


18 




7 34 16 


12 


3 


36 14 


35 i 


36 31 11 


6 


16 


26 21 


5 12 33 


19 


9 


8 35 17 


13 


4 


2 15 



INDIVIDUAL SCHEDULE. 57 

SCHEDULE FOR THIRTY-SIX PLAYERS— Continued. 



TABLE 6. 




TABLE 7. 




TABLE 8. 




TABLE 9. 




GAME 


N. 


s. 


E. 


w. 


N. 


s. 


E. 


w. 


N. 


s. 


E. 


w. 


N. 


s. 


E. 


w. 




15 


4 


21 


33 


24 


30 


8 


II 


35 


19 


31 


23 


29 


25 


28 


26 


I 


16 


5 


22 


34 


25 


31 


9 


12 


36 


20 


32 


24 


30 


26 


29 


27 


2 


17 


6 


23 


35 


26 


32 


10 


13 


2 


21 


33 


25 


31 


27 


30 


28 


3 


iS 


7 


24 


36 


27 


33 


11 


14 


3 


22 


34 


26 


32 


28 


31 


29 


4 


19 


8 


25 


2 


28 


34 


12 


15 


4 


23 


35 


27 


33 


29 


32 


30 


5 


20 


9 


26 


3 


29 


35 


13 


16 


5 


24 


3^ 


28 


34 


30 


33 


3i 


6 


21 


10 


27 


4 


30 


36 


14 


17 


6 


25 


2 


29 


35 


3i 


34 


32 


7 


22 


11 


28 


5 


31 


2 


15 


18 


7 


26 


3 


30 


36 


32 


35 


33 


8 


23 


12 


29 


6 


32 


3 


16 


19 


8 


27 


4 


31 


2 


33 


36 


34 


9 


24 


13 


30 


7 


33 


4 


17 


20 


9 


28 


5 


32 


3 


34 


2 


35 


10 


25 


14 


31 


8 


34 


5 


18 


21 


10 


29 


6 


33 


4 


35 


3 


36 


11 


26 


15 


32 


9 


35 


6 


19 


22 


11 


30 


7 


34 


5 


36 


4 


2 


12 


27 


16 


33 


10 


36 


7 


20 


23 


12 


3i 


8 


35 


6 


2 


5 


3 


13 


28 


17 


34 


11 


2 


8 


21 


24 


13 


32 


9 


36 


7 


3 


6 


4 


14 


29 


18 


35 


12 


3 


9 


22 


25 


M 


33 


10 


2 


8 


4 


7 


5 


15 


30 


19 


36 


*3 


4 


10 


23 


26 


15 


34 


11 


3 


9 


5 


8 


6 


16 


31 


20 


2 


14 


5 


11 


24 


27 


16 


35 


12 


4 


10 


6 


9 


7 


17 


32 


21 


3 


15 


6 


12 


25 


28 


17 


36 


13 


5 


11 


7 


10 


8 


18 


33 


22 


4 


16 


7 


13 


26 


29 


18 


2 


14 


6 


12 


8 


11 


9 


19 


34 


23 


5 


17 


8 


14 


27 


30 


19 


3 


15 


7 


13 


9 


12 


10 


20 


35 


24 


6 


18 


9 


15 


28 


31 


20 


4 


16 


8 


14 


10 


13 


11 


21 


36 


25 


7 


19 


10 


16 


29 


32 


21 


5 


17 


9 


15 


11 


14 


12 


22 


2 


26 


8 


20 


11 


17 


30 


33 


22 


6 


18 


10 


16 


12 


15 


13 


23 


3 


27 


9 


21 


12 


18 


3i 


34 


23 


7 


29 


11 


17 


13 


16 


14 


24 


4 


28 


10 


22 


13 


19 


32 


35 


24 


8 


20 


12 


18 


14 


17 


15 


25 


5 


29 


11 


23 


14 


20 


33 


36 


25 


9 


21 


13 


19 


15 


18 


16 


26 


6 


30 


12 


24 


15 


21 


34 


2 


26 


10 


22 


14 


20 


16 


19 


17 


27 


7 


3i 


13 


25 


16 


22 


35 


3 


27 


11 


23 


15 


21 


17 


20 


18 


28 


8 


32 


14 


26 


17 


23 


36 


4 


28 


12 


24 


16 


22 


18 


21 


19 


29 


9 


33 


15 


27 


iS 


24 


2 


5 


29 


13 


25 


17 


23 


19 


22 


20 


30 


10 


44 


16 


28 


19 


25 


3 


6 


30 


14 


26 


18 


24 


20 


23 


21 


3i 


11 


35 


17 


29 


20 


26 


4 


7 


3i 


15 


27 


19 


25 


21 


24 


22 


32 


12 


36 


18 


30 


21 


27 


5 


8 


32 


16 


28 


20 


26 


22 


25 


23 


33 


13 


2 


19 


3i 


22 


28 


6 


9 


33 


17 


29 


21 


27 


23 


26 


24 


34 


14 


3 


20 


32 


23 


29 


7 


10 


34 


18 


30 


22 


28 


24 


27 


25 


35 



58 



MITCHELL S DUPLICATE WHIST. 







SCHEDULE FOR 


FORTY PLAYERS. 
















Once 


With and Twice Against 












}AME. 


TABLE 


1. 


TABLE 2. 


TABLE 3. 


TABLE 4. 


TABLE 5. 


N. S. 


E. 


w. 


N. 


s. 


E. w. 


N. 


s. 


E. \V. 


N. 


s. 


E. W, 


N. 




K. W. 


I ] 


2 


15 


28 


18 


12 


4 13 


IO 


7 


3 27 


6 


^4 


22 : ,i 


20 


2; 


23 9 


2 ] 


3 


16 


29 


19 


13 


5 M 


I I 


8 


4 28 


7 


23 


23 35 


21 


22 


24 IO 


3 i 


4 


17 30 


20 


M 


6 15 


12 


9 


5 29 


8 


26 


24 36 


22 


23 


25 II 


4 i 


5 


18 


3i 


21 


15 


7 i r > 


13 


10 


6 30 


9 


27 


*5 37 


23 


-4 


26 12 


5 i 


6 


19 


32 


22 


16 


8 17 


14 


1 1 


7 3i 


10 


28 


B 


24 


25 


27 13 


6 i 


7 


20 


33 


23 


17 


9 is 


15 


12 


8 32 


11 


2', 


27 39 


25 




7 i 


8 


21 


34 


24 


[8 


10 19 


16 


13 


9 33 


12 


30 






*7 


29 15 


8 i 


9 


22 


35 


25 


ig 


1 1 20 


17 


M 


10 34 


13 


- : >I 








30 l6 


9 i 


10 


2, 


36 


26 


20 


12 21 


[8 


IS 


11 35 


14 


a 


30 3 


2^ 


29 


31 17 


10 ] 


11 


24 


37 


27 


2: 


: , 22 


19 


if. 




15 


33 


31 4 


29 






ii i 


12 


-5 


38 


28 


22 


14 23 


20 


17 


13 37 


16 


34 




1 


33 19 


12 1 


13 


2f) 


39 


29 


a . 


15 24 


21 






17 


35 


33 6 






34 20 


13 i 


M 


27 JO 


30 


24 


16 25 


22 


19 


15 39 


[8 


tf 


,4 - 


■ 




35 21 


M ] 


15 


28 


2 


31 


«5 


17 26 


2) 


20 


16 40 








33 


34 




15 


16 




3 


32 


26 




24 


21 


17 2 


20 






35 




16 i 


17 


10 


\ 




27 




2 5 


22 




21 






35 




17 


[8 




5 


34 




20 29 




«3 




22 










18 i 


19 


la 


6 


35 








21 


20 5 


23 


2 


39 12 






40 26 


i9 


20 


33 


7 






2 2 J] 


28 


»5 


21 6 






■ 









20 ] 


21 


34 


8 






23 32 


29 


|6 


w : 




1 


- 14 




4" 




21 


22 


35 


9 




3a 


24 33 


30 






26 


5 




40 


2 




22 


1 23 


|6 


in 


39 




15 34 






24 9 








2 


3 


5 JO 


23 


[ 24 


37 


1 1 






26 35 


3- 


2(J 25 IO 


28 


7 


5 17 


3 


4 


6 31 


24 


25 


3* 


12 


: 


IS 




33 


30 


2'. II 








4 


5 




25 


t 26 


39 


> 1 


3 


36 


1 






27 12 


30 






5 


6 


8 33 


26 


27 40 


14 


4 






35 






3i 


[0 


- 2 


6 


7 




27 


[ 28 


2 


15 


5 




30 39 




33 


29 14 


32 


1 1 


9 21 


7 


B 


i" 35 


28 


t 29 


3 


e6 


6 


39 


3i 40 


37 


34 


30 15 


33 


12 






9 


n 36 


29 


l 30 


4 


17 


7 


40 


32 2 


38 


33 


3 1 1 < > 


34 


13 




9 


[0 




30 


1 3i 


5 


IS 


- 


2 




39 


36 


3^ 17 


35 


U 




10 


1 1 


13 38 


31 


[ 32 


6 


19 


9 


3 


34 4 


40 




33 18 


36 


1? 


13 *5 


11 


12 


14 39 


32 


I 33 


7 


20 


10 


4 


35 5 


2 




34 19 


37 


n', 




12 


13 


15 40 


33 


1 34 


8 


21 


11 


5 


36 6 


3 


39 


35 20 


38 


17 




13 


14 


16 2 


34 


1 35 


9 


22 


12 


6 


37 7 


4 


40 


36 21 


39 


[8 


16 28 


U 


I? 


17 3 


35 


1 36 


10 


23 


13 


- 


{8 B 


5 


2 


37 ~- 


40 


19 




15 


[6 




36 


1 37 


11 


24 


14 


8 


39 9 


6 


3 


38 «3 


2 


20 




16 


17 


19 5 


37 


1 38 


12 


25 


15 


9 


40 10 


7 


4 


39 24 


3 


21 




17 




20 6 


38 


1 39 


13 


26 


16 


[0 


2 11 


8 


5 


40 25 


4 


22 


20 32 


t8 


19 


21 7 


39 


[ 40 


14 


27 


17 


II 


3 12 


9 


6 


2 26 


5 


2 5 


21 55 


19 


20 





INDIVIDUAL SCHEDULE. 



59 



SCHEDULE FOR FORTY PLAYERS.— Continued. 



TABLE 6. 


TABLE 7. 


TABLE 8. 


TABLE 9. 


TABLE 10. 


GAM I 


N. S. 


E. 


w. 


N. 


s. 


E. W. 


N. 


s. 


E. W. 


N. S. 


E. W. 


N. 


S. E. W. 




II 31 


52 


25 


26 


36 


17 33 


14 


'j 


29 37 


8 30 


35 39 


5 


16 38 40 


I 


12 32 


55 


26 


27 


37 


18 34 


15 


20 


30 38 


9 3i 


36 40 


6 


17 39 2 


2 


13 33 34 


27 


28 38 


19 35 


16 


21 


3i 39 


10 32 


57 2 


7 


18 40 3 


5 


14 34 


55 


28 


29 


39 


20 36 


17 


22 


32 40 


11 33 


5^ 5 


B 


19 2 4 


4 


15 35 


36 


29 


30 40 


21 37 


18 


23 


33 2 


12 34 


39 4 


9 


20 3 5 


5 


16 36 37 


30 


31 


2 


22 38 


19 


24 


34 3 


13 35 


40 5 


10 


21 4 6 


6 


17 37 


38 


3i 


32 


3 


23 39 


20 


25 


35 4 


14 36 


2 6 


11 


22 5 7 


7 


18 38 


59 


32 


33 


4 


24 40 


21 


26 


36 5 


15 37 


5 7 


12 


23 6 8 


- 


19 39 40 33 


34 


5 


25 2 


22 


27 


37 6 


16 38 


- • 


13 


24 7 9 


9 


20 40 


2 


34 


35 


6 


26 5 


23 


28 


38 7 


17 39 


5 9 


14 


25 B 10 


10 


21 2 


3 


35 


36 


7 


27 4 


24 


29 


59 9 


18 40 


6 10 


15 


26 9 11 


11 


22 3 


4 


36 


37 


8 28 5 


25 


30 


40 9 


19 2 


7 11 


16 


27 10 12 


12 


23 4 


5 


37 


38 


9 


29 6 


26 


5: 


2 10 


20 3 


8 :: 


17 


28 11 13 


15 


24 5 


6 


38 


39 


10 


30 7 


27 


32 


3 11 


21 4 


9 15 


18 


29 12 14 


14 


25 6 


7 


39 


40 


11 


31 8 


28 


55 


4 12 


22 5 


10 14 


19 


30 13 15 


15 


26 7 


8 


40 


2 


12 


32 9 


29 


34 


5 13 


23 6 


11 15 


20 


31 14 16 


16 


27 8 


9 


2 


3 


13 


33 10 


30 35 


6 14 


24 7 


12 16 


21 


32 15 17 


17 


28 9 


10 


3 


4 


14 


34 11 


3i 


36 


7 15 


25 8 


13 17 


22 


33 16 iS 


18 


29 10 


11 


4 


5 


15 


35 12 


32 


37 


8 16 


26 9 


14 18 


25 


34 17 19 


19 


30 11 


12 


5 


6 


16 


36 15 


33 


38 


9 17 


27 10 


15 19 


24 


35 18 20 


20 


31 12 


13 


6 


7 


17 


37 14 


34 


39 


10 18 


28 11 


16 20 


25 


36 19 21 


21 


32 13 


14 


7 


8 


18 


38 15 


35 


40 


11 19 


29 12 


17 21 


26 


37 20 22 


22 


33 14 


15 


8 


9 


19 


39 16 


36 


2 


12 20 


30 13 


: - 22 


27 


3S 21 23 


23 


34 15 


16 


9 


10 


20 


40 17 


37 


3 


13 21 


31 14 


19 23 


2S 


39 22 24 


24 


35 16 


17 


10 


11 


21 


2 18 


38 


4 


14 22 


52 15 


20 24. 


29 


40 23 25 


25 


36 17 


18 


11 


12 


22 


3 19 


39 


5 


15 25 


33 16 


21 25 


50 


2 24 26 


26 


37.18 


19 


12 


13 


25 


4 20 


40 


6 


16 24 


34 17 


22 26 


5i 


3 25 27 


27 


38 19 


20 


13 


14 


24 


5 21 


2 


7 


17 25 


35 iS 


23 27 


52 


4 26 28 


28 


39 20 


21 


14 


15 


25 


6 22 


3 


8 


18 26 


36 19 


24 28 


55 


5 27 29 


29 


40 21 


22 


15 


16 


26 


7 -5 


4 


9 


19 27 


37 20 


25 29 


54 


6 28 30 


50 


2 22 


23 


16 


i/~ 


27 


8 24 


5 


10 


20 28 




26 30 


55 


7 29 31 


3i 


3 23 


24 


17 


18 28 


9 25 


6 


11 


21 29 


39 22 


27 51 


56 


S 30 32 


32 


4 24 25 


18 


19 


20 


10 26 


7 


12 


22 30 


40 23 


2S 52 


57 


9 3i 33 


53 


5 25 


26 


19 


20 


30 


11 27 


8 


13 


23 3i 


2 24 


29 35 


5S 


10 32 34 


34 


6 26 


27 


20 


21 


31 


12 28 


9 


14 


24 32 


5 25 


30 54 


59 


11 33 35 


55 


7 27 


28 


21 


22 


32 


13 29 


10 


15 


25 33 


4 26 


3i 35 


+0 


12 34 56 


36 


8 28 


29 


22 


23 


33 


14 30 


11 


16 26 34 


5 27 


32 36 


2 


13 35 37 


37 


9 29 


50 


23 


24 


5+ 


15 3i 


12 


17 


27 35 


6 2S 


33 57 


5 


14 36 38 


88 


10 30 


3i 


24 


25 


35 


16 32 


13 


18 


28 36 


7 29 


5^ 5^> 


4 


15 37 39 


39 



60 Mitchell's duplicate whist. 

SCHEDULE FOR FORTY-EIGHT PLAYERS. 

Once With and Twice Against. 

FIRST LINE ONLY 

N. - E. 

Table 1 

2 



1 


v> 


19 


32 


< 


44 


42 


9 


11 


4<» 


'27 


24 


37 


14 


47 


4 


L8 


33 


36 


L5 


!•_' 


39 


35 


16 


20 


31 


5 


46 


25 


26 


47) 


6 


34 


17 


23 


28 


•>•> 


•_".* 


21 


30 


38 


13 


^ 


L3 


48 


3 


41 


K) 



4 

5 

6 

7 

s 

9 

L0 

11 

12 

For the succeeding linos add one to each figure, 

except No. L, which remains constant, and No. 48, 
which becomes No. 2. 

[The above schedule is not a perfect one as to 
opposition. In the subtraction of corners 17 occurs 
four times and 22 not at all, so that each player will 
play four times against the player whose difference 
is 17, and will not play at all against the player whose 
difference is 22.] 

Professor E. H. Moore, of the University of 
Chicago, who invented the 4 X // method mentioned 
by Mr. Whitfeld, thus explains his process: 

"My work on whist-tournament arrangements 
appeared as the third part of my paper, 'Tactical 



INDIVIDUAL SCHEDULE. 61 

Memoranda, I — III,' in the American Journal of 
Mathematics (vol. 18, pp. 264-303, 1896, Baltimore, 
Md.). Here I shall clearly state the three results. 

"In § 7, by the use of the theory of primitive 
roots for a prime modulus^, a direct non-tentative 
method is g-iven for constructing- a cyclic tournament 
arrangement for 

m — ?jp + 1 players, 
where ft is anx prime number of the form 

p = 45 + 1. 
This covers an infinitude of cases, 

m = 16, 40, 52, 64, 88, 112, 124, 160, 184 

"I introduce a new notion — ' f rift/ e-whist- tourna- 
ment arrang-ement/ In a triple-arrang-ement at 
every table the oppositions N E, S W are treated as 
coordinate, and the oppositions N W, S E are treated 
as coordinate (just as the pairing-s X S, EW are 
treated as coordinate in the ordinary arrangement) 
and every player is required to be opposed to every 
other player once in each way* Thus, for instance, 
the cyclic arrang-ement for four players, abed, aedb, 
adbc, is triple, and all my cyclic arrangements just 
referred to are triple. 

"Triple-arrangements are of special importance 
because of the ' composition ' methods of §§9 and 11. 
If we know any triple-arrang-ement for m players and 
any ordinary arrang-ement for ;/ players, then by the 
direct non-tentative process of § 11 we can construct 
an arrang-ement for ;;/ X ;/ players ; if both known 



62 Mitchell's duplicate whist. 

arrangements are triple, the process of £ 9 yields a 
triple-arrangement for m X n players. Thus, from the 
known arrangements for 4 and \<\ players I con- 
structed for the Denver Whist Club an arrangement 
for 64 players. Again, using Mr. Whitf eld's 
ordinary arrangement for 100 players and my triple- 
arrangements for 16 and 160 players, we can construct 
two ordinary arrangements for 16 X 1<><> and 160 X 
100 plaj^ers. and one triple-arrangement for 1<> x L60 
players. Kliakim Hastings Moore," 

SCHEME FOR FORTY-EIGHT PLAYERS (4x12). 







N. 


s. 


K. 


w. 


N. 


s. 


B. 


w. 


N. 


s. 


E. 


\v. 




r 


I I 


; 2 


I 


8 


3 


2 


5 


7 


9 


6 


4 


IO 


First 1 1 


I 


23 


24 


13 


20 


'5 


14 


17 


i«i 


-' 1 


is 


16 


22 


Games. 




35 


36 


25 


32 


-'7 


26 


j<) 




<s 


30 


28 


34 




1 


47 


48 


M 


44 


V) 


j8 


4' 


43 


45 


42 


40 






r 


1 l 


24 


25 


44 


J 


14 


jo 


4< 


'i 


IS 




46 


Second 1 1 


1 


23 


1 1 


37 


J 2 


■5 


1 


41 


31 


2 1 


6 


40 


34 


Games. 


1 

1 


35 


4* 


1 


20 


-'7 




5 


IO 


31 


4^ 


4 






47 


36 


13 


8 


3" 




'7 


7 


45 


30 


ih 


IO 




1 


1 1 


4 s 


13 


J 2 


3 


38 


17 


3 J 


" 


4^ 


[6 


34 


Third 1 1 


1 


47 


1 2 


25 


20 


3'» 


j 


29 




45 


6 


28 


11 


Games. 


1 


23 


36 


1 


44 


'5 


26 


5 


43 


_' 1 


30 


4 


46 




I 


35 


24 


37 


S 


27 


14 


4i 


7 


SS 


18 


40 


IO 




f 


1 1 


36 


37 


JO 


3 


26 


4i 




9 


30 


40 


11 


Fourth 1 1 


1 


35 


1 2 


13 


44 


-'7 


2 


17 


4 3 


si 


6 


16 


46 


Games. 


i 


47 


24 


1 


32 


3') 


14 


5 


3* 


45 


18 


4 


34 




1 


23 


48 


25 


8 


15 


38 


29 


7 


1 1 


4^ 


28 


IO 




r 


1 


13 


25 


37 


j 


M 


26 


38 


J 


■5 


27 


39 


Last 3 




4 


16 


28 


40 


5 


17 


29 


4 1 


6 


18 


30 


42 


Games. 


'1 


7 


19 


3i 


43 


S 


20 


32 


44 


9 


1 1 


SS 


45 




1 


10 


2 2 


34 


36 


1 1 


23 


35 


47 


1 2 


24 


36 


48 



Each four in the last three games remain at 
same table changing- partners. 

The 48 players 1, 2, — , 48 form four companies 
1, 2, — , 12; 13, 14, — , 24; 25, 26, — , 36; 37, 38, , 4S. 



INDIVIDUAL SCHEDULE. 63 

For each set of 11 games only the first game is 
given, the other 10 being obtained by letting the 
players 12, 24, 36, 48 of each company remain sta- 
tionary and the other 11 players of each company 
advance for each new game one place cyclically, i. e., 
for first company 1 is replaced by 2, — , 10 by 11, 11 
by 1, and for fourth company 37 by 38, 46 by 47, 
47 by 37. 

SCHEDULE FOR FIFTY-TWO PLAYERS. 

Once With and Twice Against. 
(FIRST LINE ONLY.) 















N. 


s. 


E. 


w. 


Table 1 . . . 










1 


2 


in 


36 




1 2 . . . 










10 


28 


12 


9 




3.. . 










6 


15 


7 


31 




4.. . 










4 


34 


30 


42 




' 5 . . . 










3 


18 


16 


22 




6.. . 










33 


23 


51 


26 




' 7 . . . 










43 


38 


52 


14 




8.. . 










48 


20 


27 


8 




9... 










25 


11 


40 


5 




1 10 . . . 










39 


32 


21 


29 




' 11 . . . 










46 


17 


37 


41 




' 12 . . . 










24 


35 


45 


47 




' 13 . . . 










13 


44 


49 


50 


For the 


succee 


ding* 


lines add one to each figi 


ire, 


except No. 


1, which 


remains 


constant, ; 


md No. 


52, 


wh 


ich becomes No. 


2. 















64 Mitchell's duplicate whist. 



SCHEDULE FOR FIFTY-SIX PLAYERS. 

Once With and Twice Against. 

(FIRST LINE ONLY. 



Table 1 



4 

5 

6 

i 

s 

9 

lo 

11 

12 

13 

14 

For the succeeding- lines add one to each figure, 
except No. 1, which remains constant, and No. "><>. 
which becomes No. l'. 



N 


- 


E 


w. 


1 


»> 


12 


47 


1 


37 


12 


27 


17 


52 


•>•> 


■ VI 


L8 


51 


•_".» 


40 


21 


48 


35 


34 


38 


31 


U 


55 


56 


L3 


.")(! 


L9 




36 


4 


ID 


41 


28 


20 


4!» 


4:i 


26 


24 


4:» 


16 


53 


25 


44 


23 


4< i 


39 


30 


11 


:: 


15 


:»4 


v 


6 


«.t 


•"> 



INDIVIDUAL SCHEDULE. 65 

SCHEDULE FOR SIXTY-FOUR PLAYERS. 

Once With and Twice Against. 

(FIRST LINE ONLY. 



Table 1 
2 

3 

4 
5 
6 

T 



9 

10 

11 

12 

13 

U 

15 

16 

For the succeeding - lines add one to each figure, 
except No. 1. which remains constant, and No. 61. 
which becomes No. 2. 



N. 


s. 


E. 


W. 


l 


•J 


23 


44 


38 


2'.' 


30 


37 


20 


47 


16 


51 


11 


;,.; 


9 


58 


43 


13 


i 


1^ 


51 


39 


36 


10 


28 


52 


1'.' 


6 


15 


27 


42 


4 


10 


46 


22 


3 


21 


24 


12 


34 


55 


26 


33 


32 


60 


14 


49 


17 


31 


S 


57 


41 


4- 


5 


61 


53 


25 


35 


63 


59 


45 


5(i 


64 


62 



66 Mitchell's duplicate whist. 

FORMULAS AS PREPARED BY MR. W. H. WHITFELD. 

[In order to make these schedules conform to the other schedules used in 
this treatise, I have taken the liberty of transposing the figures given by Mr. 
Whitfeld, so that the player who sits in the fixed position all through the 
tournament is No. i, and so that No. i will play in regular succession with 2. 3, 4, 
&c, but for the benefit of those who are interested in the mathematical problem, 
Mr. Whitfeld's figures are also given.] 



12 


PLAYERS. 


20 


PLAYERS. 


24 


PLAYERS. 


2^ 1 LAYERS. 


# 


PLAYERS. 


II 


12 


1 


8 


5 


6 


13 


20 


I 


4 




13 


I 13 


in 


iS 


1 


34 


2 33 


3 


2 


5 


7 


7 


12 


8 


17 


2 


10 


12 


iS 




21 


26 


4 


31 


8 27 


9 


6 


4 


10 


10 


14 


3 


16 


37 


I'* 


14 


23 


2 27 


6 


J 5 


16 


(9 


32 3 










1 


9 


4 


II 


r. 


7 


9 


20 


5 9 


1 1 




29 


6 


23 12 










2 


ig 


If 




1 1 


15 


3 


16 






22 


" 


«4 


22 13 


















c 


2: 


22 


M 


16 17 


:2 




9 

7 

5 
15 


16 

35 
3" 


is 17 
14 21 
10 20 
25 36 


4" 


PLAYERS. 


4* 


PL A Yl 










PLAYERS. 


I 


3 


25 


36 


1 


46 


B 


39 


3 


4 


9 


40 


1 54 


2 


53 


3 


I 


15 20 


2 


6 


11 


33 


1 1 


' 


V 


6 










4 51 


B 


47 


r. 


2 




4 


12 


22 


27 


27 




2i 


19 




16 




7 




3^ 




12 


4 


60 17 


B 


24 


5 


15 


1 5 


38 




2; 


24 


- 


2! 


M 








*4 


B 


57 34 


16 


9 


10 


30 


24 


23 


4 


43 




13 


i- 






1; 






ir, 


5i 5 


32 


IS 


20 


21 


2<) 


18 


44 


3 


45 




33 


5 






42 


33 


>2 


39 10 


7 


[g 


17 


35 




:<> 


I 4 


?>3 




1 


15 


10 






3 


3i 


53 


41 44 


14 




34 


3i 


31 


[6 


13 


34 




2 




2<> 


49 6 


43 


12 


62 


43 


19 25 


28 


37 


29 


23 


12 


35 


2 


4 5 


31 


37 


55 


50 


3i 24 






6l 


23 


38 50 


13 


26 


39 


40 




9 


22 


25 


11 


83 


19 


49 


14 4i 


ifl 


27 


59 


|6 


13 37 










42 


5 


7 


40 


22 


4 6 




47 


n 44 


22 




55 


ag 


26 11 












47 


30 


17 


44 


41 


»5 


43 


10 45 


30 


40 


47 


58 


52 22 












• 






17 


34 


51 


52 


25 55 
5 56 


35 


50 
20 


7 
M 
28 
21 


5* 

49 
35 
4^ 


9 54 
18 45 
36 27 
63 64 



PROGRESSIVE DUPLICATE SCHEDULES. 



67 



WHITFELD PROGRESSIVE DUPLICATE. 

Each Pair Against Every Other Pair. 
FOUR TABLES. 



6 

H 

'o 
6 
Z 


. - 

. ad 
Z 




- 
a . 

6 rt 
Z 


— 
- 

-_ B 

o w 
Z~ 


-0 

■~ 
2 " 
"- x- 

=4- >^ 

a - 

oh 
z 


-i 

Z 


I 


X 


i 


I 


1-2-3 


4 


3 


2 


7 


2 


6 


6 


3 


4 


3 


6 


3 


4 


4-5 


1 


2 


4 


5 


4 


7 


7 
SIX TABLES. 


2 


1 


i 


X 


i 


i 


1-2 


5 


4 


2 


ii 


2 


9 


g-io 


6 


5 


3 


IO 


3 


7 


7 


4 


6 


4 


9 


4 


3 


3-4-5-6 


1 


3 


5 


8 


5 


ii 


1 1 


2 


1 


6 


7 


6 


8 


8 


3 


2 








SEVEN TABLES. 






i 


X 


i 


I 


1-2 


4 


6 


2 


13 


2 


5 


5 


6 


7 


3 


12 


3 


7 


7-8-9-10 


7 


5 


4 


II 


4 


13 


13 


5 


1 


5 


IO 


5 


ii 


11-12 


3 


4 


6 


9 


6 


3 


3-4 


1 


2 


7 


8 


7 


6 


6 


2 


3 



68 



Mitchell's duplicate whist. 



Ed 
H 

o 
6 
Z 


*c3 . 

. CO 
CO *_ 
Z 


"3 

od 


cd 

<v 
Q . 

CC 

oH 
O "re 

z 






JO 

Cd 

CO {_« 

cd w 

CM <U 

c u 
id 

w — 

0* 

z 


•1 
- 2 

g 
oh 
z 


— — 
H 2 

- — 

cd co 

H> 

O ° 

w CO 

z 








EIGHT 


TABLES. 






I 


X 


I 


I 






I 


4 


8 


2 


15 


2 


5 






5 


5 


7 


3 


14 


3 


13 






13-14 


8 


6 


4 


13 


4 


2 






2 


7 


1 


5 


12 


5 


6 






6-7 


6 


2 


6 


11 


6 


8 




8- 


-g- 1 0- 1 1 - 1 2 


3 


5 


7 


10 


7 


3 






3-4 


2 


4 


8 


9 


8 


15 






15 


1 


3 










NINE 


TABLES. 






i 


X 


1 


1 






1 


9 


3 


2 


17 


2 


13 




1 


3-14-15-16 


3 


9 


3 


16 


3 


2 






2-3 


I 


7 


4 


15 


4 


10 






10 


5 


6 


5 


M 


5 


7 






7-8-9 


7 


4 


6 


13 


6 


1 1 






11 


4 


8 


7 


12 


7 


4 






4-5-6 


3 


5 


8 


11 


8 


12 






12 


6 


2 


9 


10 


9 


17 






17 


2 


1 










TEN 


TABLES. 






i 


X 


1 


1 






1 


2 


10 


2 


19 


2 


18 






18-19 


9 


1 


3 


18 


3 


5 






5 


10 


8 


4 


17 


4 


7 






7 


8 


7 


5 


16 


5 


12 




12 


-13-14-15-16 


6 


9 


6 


15 


6 


10 






IO-II 


7 


5 


7 


14 


7 


8 






8-9 


4 


6 


8 


13 


8 


6 






6 


3 


4 


9 


12 


9 


17 






17 


5 


2 


IO 


II 


10 


2 






2-3-4 


1 


3 



SCHEDULES FOR LADIES AND GENTLEMEN. 69 



SCHEDULES FOR LADIES AND GENTLEMEN. 

Ladies once with each gentleman, once against 
each lady; gentlemen once with each lady, once 
against each gentleman. The ladies sit N. and E., 
gentlemen S. and W. 

FOUR LADIES AND FOUR GENTLEMEN. 



iME. 




TABLE 


I. 




TABLE 2. 




N. 


S. 


E. 


W. 


N. 


S. 


E. W. 


I 


I 


4 


2 


3 


3 


2 


4 i 


2 


I 


2 


3 


4 


4 


3 


2 I 


3 


I 


3 


4 


2 


2 


4 


3 i 


4 


I 


I 


2 


2 


3 


3 


4 4 



EIGHT LADIES AND EIGHT GENTLEMEN. 



KME. 


TABLE 


I. 


TABLE 


2. 


TABLE 


3- 




TABLE 4. 




N. 


S. 


E. 


W. 


N. 


s. 


E. 


W. 


N. 


s. 


E. 


vv. 


N. 


S. 


E. W. 


I 


I 


7 


2 


6 


5 


4 


3 


8 


8 


3 


4 


5 


6 


2 


7 1 


2 


I 


8 


3 


7 


6 


5 


4 


2 


2 


4 


5 


6 


7 


3 


8 1 


3 


I 


2 


4 


8 


7 


6 


5 


3 


3 


5 


6 


7 


8 


4 


2 1 


4 


I 


3 


5 


2 


8 


7 


6 


4 


4 


6 


7 


8 


2 


5 


3 1 


5 


I 


4 


6 


3 


2 


8 


7 


5 


5 


7 


8 


2 


3 


6 


4 1 


6 


I 


5 


7 


4 


3 


2 


8 


6 


6 


8 


2 


3 


4 


7 


5 1 


7 


I 


6 


8 


5 


4 


3 


2 


7 


7 


2 


3 


4 


5 


8 


6 1 


8 


I 


i 


2 


2 


3 


3 


4 


4 


5 


5 


6 


6 


7 


7 


8 8 



70 Mitchell's duplicate whist. 



SIXTEEN LADIES AND 



AME. 


TABLE 


1. 


TABLE 


2. 


TABLE 3. 


TABLE 2\ 






N. 


S. 


E. 


w. 


N. 


s. 


E. 


w. 


N. 


s. 


E. 


w 


N 




E 


w. 


I 


I 


12 


2 


7 


I I 


15 


9 


8 


in 


13 


5 


M 


6 


4 


3 


10 


2 


I 


1 J 


3 




12 


[6 


10 


9 


2 


M 


6 


l 5 


7 




4 


1 1 


3 


I 


M 


4 


9 


I J 


j 


1 1 


10 


J 


15 


7 


16 


B 


6 


5 


1 2 


4 


I 


15 


5 


10 


M 


J 


1 2 


1 1 


4 




8 


j 


9 


7 


6 


« J 


5 


I 


16 


6 


1 1 


'5 


4 


[3 


1 2 


5 


J 


9 


3 


10 


- 


7 


14 


6 


I 


2 


7 


1 2 


16 


5 


J 4 


'3 


6 


1 


10 


4 


1 1 


9 


8 


'5 


7 


I 


i 




1 J 


2 


6 


[5 


M 


7 


4 


1 1 


5 


1 2 


10 


9 


16 


8 


I 


4 


9 


M 


3 


7 


16 


•5 


8 


5 


1 2 


6 


'3 


1 1 


10 


.: 


9 


I 


5 


10 


15 


4 


8 


2 


16 


9 


6 


13 


7 


14 


1 2 


1 1 


3 


IO 


I 


6 


1 1 


16 


5 


9 


3 


2 


10 


7 


M 


8 


15 


" ! 


1 2 


4 


ii 


I 


7 


12 


2 


6 


10 


4 


3 


1 1 




15 


9 


16 


14 


13 


5 


12 


I 


8 


•3 


3 


7 


1 1 


5 


4 


1 2 


9 


16 


10 


j 


*5 


M 


6 


13 


I 


9 


M 


4 




1 2 


6 


5 


13 


10 


- 


1 r 


.•; 


16 


15 


7 


14 


I 


10 


15 


5 


9 


13 


7 


6 


*4 


1 1 


3 


1 2 


4 


2 


16 


8 


15 


I 


11 


16 


6 


10 


l 4 




7 


15 


1 2 


4 


13 


5 


3 


2 


9 


16 


I 


1 


2 


j 


3 


3 


4 


4 


5 


5 


6 


6 


7 


7 


S 


8 



SCHEDULES FOR LADIES AXD GENTLEMEN. 



SIXT 


EE 


N 


GENTLEMEN. 


















TABLE 


5- 


TABLE £ 




TABLE 7 




TABLE 8. 


GAME 


N. S. 


E. W. 


N. 


s. 


E. W. 


N. 


s. 


E. W. 


N. 


s. 


E. W. 




10 3 


4 


6 


14 


5 


13 


16 


8 


9 


15 


11 


7 


2 


12 ] 


I 


ii 4 


5 


7 


15 


6 


14 


2 


9 


10 


16 


12 


S 


3 


13 1 


2 


12 5 


6 


8 


16 


7 


15 


3 


10 


11 


2 


13 


9 


4 


M ^ 


3 


13 6 


7 


9 


2 


8 


16 


4 


11 


12 


3 


14 


10 


5 


15 1 


4 


M 7 


8 


10 


3 


9 


2 


5 


12 


13 


4 


15 


11 


6 


16 ] 


[ 5 


15 8 


9 


11 


4 


10 


3 


6 


13 


14 


5 


16 


12 


7 


2 


[ 6 


16 9 


10 


12 


5 


11 


4 


7 


14 


15 


6 


2 


13 


- 


3 


[ 7 


2 IO 


11 


13 


6 


12 


5 


8 


15 


16 


7 


3 


14 


9 


4 


[ S 


3 ii 


12 


14 


7 


13 


6 


9 


16 


2 


8 


4 


15 


10 


5 


c 9 


4 12 


13 


15 


S 


14 


7 


10 


2 


3 


9 


5 


16 


11 


6 


[ 10 


5 13 


14 


16 


9 


15 


8 


11 


3 


4 


10 


6 


2 


12 


7 


l 11 


6 14 


15 


2 


10 


16 


9 


12 


4 


5 


11 


7 


3 


13 


8 


[ 12 


7 i5 


16 


3 


n 


2 


10 


13 


5 


6 


12 


8 


4 


M 


9 i 


t 13 


8 16 


2 


4 


12 


3 


11 


14 


6 


7 


13 


9 


5 


15 


10 


£ M 


9 2 


3 


5 


13 


4 


12 


15 


7 


8 


M 


10 


6 


16 


11 


1 15 


9 9 


10 


10 


11 


11 


12 


12 


13 


13 


14 


14 


15 


15 


16 i( 


3 16 



72 



Mitchell's duplicate whist. 



THIRTY-TWO LADIES AND 



MvlE. TABLES 


I dv 


16. 


TABLES 


2 A 


15. 


TABLFS 


3 a 


14. 


TABLES 


4 4 


13. 


N 


s. 


E. 


w. 


N. 


s. 


E. 


W. 


N. 


s. 


E. 


w. 


N. 


s. 


E. 


W, 


V\ 


. E. 


S. 


N. 


w. 


E. 


^-. 


N. 


W. 


E. 


S. 


N. 


W. 


E. 




N. 


I ] 


23 


2 


6 


30 


28 


22 


4 


32 


17 


M 


8 


25 




5 


■4 


2 


24 


3 


7 


31 


29 


23 


5 


2 


[8 


15 


9 


26 


19 


6 


•i 


3 


25 


4 


8 


32 


30 


24 


6 


3 


19 


16 


10 




20 


7 


2 r> 


4 


26 


5 


9 


2 


31 


25 


7 


4 


20 


17 


n 


28 


21 


8 




5 


27 


6 


10 


3 


32 


26 


8 


5 


21 




12 


29 


22 


9 


■8 


6 


28 


7 


1 1 


4 


2 


27 


9 


6 


22 


19 


13 


30 


23 


10 


19 


7 


29 


8 


12 


5 


3 




10 


7 


23 


20 


14 




24 


11 


p 


8 


3° 


( J 


13 


6 


4 


29 


1 1 


8 




2: 


15 


32 


25 


12 


31 


9 


3i 


10 


M 


: 




30 


12 


9 


25 


22 


16 


2 




13 




IO 


32 


1 1 


15 


B 




31 


13 


10 




2 




3 




M 


2 


i i 


2 


12 


16 


9 




32 


H 


1 1 




«4 




4 




15 


3 


12 


i 3 






i" 




2 


15 


12 




25 


19 


5 




16 


4 


13 


4 


M 


[8 


1 1 


9 


3 


16 






26 


20 


6 


30 


17 


5 


M 


5 


if 




1 2 


Id 


l 


1: 


14 


30 




21 


7 


31 




6 


15 


6 


i6 


2n 


13 


I I 


5 




15 


31 




22 


B 


3^ 


19 


7 


16 


7 


17 


21 


M 


12 




ig 




3* 




23 


9 


2 


20 


B 


i; 


- 


18 




15 


13 




20 




1 


30 




10 


3 


21 


9 


t8 


9 


19 


23 




14 


s 


21 




3 


31 




1 1 


1 


22 


EO 


19 


to 


20 


M 






9 


22 


19 


4 






12 


5 


23 


1 1 


20 


I 1 1 




25 




16 


in 


23 


2d 


5 


2 




13 




M 


12 


21 


I 12 


2 2 


26 




17 


I I 


2A 


21 


6 


3 




14 




25 


13 


22 


1 13 


23 


*7 




18 


12 


»3 


22 


7 


4 




15 




26 


U 


23 


i 14 


24 


2^ 


21 




13 


26 


23 


- 


5 


30 


16 


9 




15 


^4 


1 15 


25 


2') 


22 




14 




24 


9 


6 


3i 


17 


10 




16 


25 


i 16 


26 


30 




21 


15 


2^ 


25 


10 


7 






11 


29 


17 


26 


17 


27 


31 


24 


22 


16 


29 




1 1 




: 


19 


12 


30 


18 


27 


i 18 


28 


i 


25 


23 


17 


30 




12 


9 


3 


20 




31 


19 


28 


[ 19 


29 


2 




24 


18 


31 


28 


13 


10 


4 


21 


14 


32 


20 


29 


[ 20 


30 


3 


27 


25 


19 




29 


14 


1 1 


5 


22 


15 


2 


21 


30 


I 21 


31 


4 


28 


26 


20 


2 


30 


15 


12 


6 


23 


16 


3 


22 


3i 


[ 22 


32 


5 


29 


27 


21 


3 


31 


16 


13 


7 


24 


17 


4 


2 3 


32 


[ I 


2 


2 


3 


3 


4 


4 


5 


5 


6 


6 


7 


7 


8 


B 


3' 


2 32 


31 


3i 


30 


30 


29 


29 




28 






26 


26 


25 


25 



SCHKDULKS FOR LADIES AND GENTLEMEN. 



73 



THIRTY-TWO GENTLEMEN 



TABLES 5 & 12. 

N. S. E. W. 

W. E. S N. 

29 7 19 9 

30 8 20 10 

31 9 21 II 

32 10 22 12 

2 II 23 13 

3 12 24 14 

4 13 25 15 

5 14 26 16 

6 15 27 17 

7 16 28 18 

8 17 29 19 

9 18 30 20 

10 19 31 21 

11 20 32 22 

12 21 2 23 

13 22 3 24 

14 23 4 25 

15 24 5 26 

16 25 6 27 

17 26 7 28 

18 27 8 29 

19 28 9 30 

20 29 10 31 

21 30 11 32 

22 31 12 2 

23 32 13 3 

24 2 14 4 

25 3 15 5 

26 4 16 6 

27 5 17 7 

28 6 iS S 
9 9 10 10 

24 24 23 23 



TABLES 6 & II. 

N. S. E. W. 

\V. E. S. N. 

11 10 27 13 

12 II 28 14 

13 12 29 15 

14 13 30 l6 

15 M 31 17 

16 15 32 l8 

17 l6 2 19 

18 17 3 20 

19 l8 4 21 

20 19 5 22 

21 20 6 23 

22 21 7 24 

23 22 8 25 

24 23 9 26 

25 24 10 27 

26 25 11 28 

27 26 12 29 

28 27 13 30 

29 28 14 31 

30 29 15 32 

31 30 16 2 

32 31 17 3 

2 32 18 4 

3 2 19 5 

4 3 20 6 

5 4 21 7 

6 5 22 8 

7 6 23 9 
7 24 10 

9 S 25 11 

10 9 26 12 

11 11 12 12 
22 22 21 21 



TABLES 7 6c 10. 

N. S. E. W. 

W. E. S. N. 

21 l6 20 12 

22 17 21 13 

23 l8 22 14 

24 19 23 15 

25 20 24 l6 

26 21 25 17 

27 22 26 l8 

28 23 27 19 

29 24 28 20 

30 25 29 21 

31 26 30 22 

32 27 31 23 

2 28 32 24 

3 29 2 25 

4 30 3 26 

5 3i 4 27 

6 32 

7 2 6 29 
3 3 7 30 
9 4 8 31 

10 5 9 32 

11 6 10 2 

12 7 11 3 

13 8 12 4 

U 9 13 5 

15 10 14 6 

16 11 15 7 

17 12 16 8 
r8 13 17 9 

19 14 iS 10 

20 15 19 11 

13 13 14 14 

20 20 19 19 



TAELES 8 & 9. GAME. 



-: 


26 


3 


31 


1 


[6 


27 


4 


32 


2 


17 


:- 


5 


2 


3 




29 


6 


3 


4 


'■j 


30 


7 


4 


5 


2 


3i 


8 


5 


6 


2: 


32 


9 


6 


7 


22 


2 


10 


7 


8 


23 


3 


11 


8 


9 


M 


4 


12 


9 


10 


«5 


5 


13 


10 


11 


2' 


6 


U 


11 


12 


2~ 


/ 


15 


12 


13 


2- 


- 


16 


13 


H 


«9 


9 


17 


14 


15 


50 


10 


18 


15 


16 


31 


11 


19 


16 


17 


ja 


12 


20 


17 


18 


2 


13 


21 


18 


19 


5 


14 


:: 


19 


20 


4 


15 


23 


20 


21 


5 


16 


24 


21 


22 


6 


17 


25 


22 


23 


7 


18 


26 


23 


24 


- 


19 


27 


24 


25 


9 


20 


:- 


25 


26 


: ) 


21 


29 


26 


27 


11 


22 


30 


27 


2S 


12 


23 


3i 


28 


29 


13 


24 


32 


29 


30 


14 


25 


2 


30 


31 


15 


15 


16 


16 


32 


:- 


18 


17 


17 





74 



MITCHELL'S DUPLICATE WHIST. 



TEAM SCHEDULES. 

Safford's method of placing - the players in 
numerical order down one position and up the other 
applies to every even number of team--, without 
chang-ing- the numbers of the players t<> correspond 

with the previous occupants of the ^eat^; and as 
there are only two positions in the case of teams, it is 

a very simple matter writing out the formula ii)\' a 
team schedule. All you have to do i^> to write "1. 2, 
3, then the last number, then 4 and the second last 
number, then 5 and the third last number, and so nn 
until all your numbers are exhausted, 91 and your 
formula is made. The succeeding numbers follow 
each other in the same order as in the individual 
schedules. For instance, take six teams; the 
formula would be : 



\MK. 


r ABLE i . 




2. 




3- 




n 3. K.-w. 


N, S. 


K 


-w. 


N 5. 


! 


-u 


I 


I 2 


3 




6 


4 




5 


2 


I J 


4 




2 


5 




6 


3 


I 4 


5 




3 


6 




2 


4 


I 5 


6 




4 


2 




] 


5 


i 6 


2 




5 


J 




4 



TEAM SCHEDULES. 



::> 



Take ten teams and the formula would be: 



ME. 


TABLE I. 


TABLE 2. 


TAELE 5. 


TABLE 4. 


TABLE 


5- 




N.-S. E.-W, 


N.-S. 


E.-W. 


N.-S. 


E.-W. 


N.-S. 


E.-W. 


N.-S. 


E 


-w. 


I 


I 2 


3 


IO 


4 


9 


5 


8 


6 




7 


2 


I 3 


4 


2 


5 


IO 


6 


9 


7 




8 


3 


I 4 


5 


3 


6 


2 


*7 


10 


8 




9 


4 


1 5 


6 


4 


7 


3 


s 


2 


9 




10 


5 


i 6 


7 


5 


8 


4 


9 


3 


10 




2 


6 


i 7 


8 


6 


9 


5 


10 


4 


2 




3 


7 


i 8 


9 


7 


10 


6 


2 


5 


3 




4 


8 


i 9 


IO 


8 


2 


7 


3 


6 


4 




5 


9 


I IO 


2 


9 


3 


S 


4 


7 


5 




6 



Take fourteen teams and the formula would be: 



GAME. TABLE I. 
N.-S. E.-W. 
I 2 
I 

I 
I 
I 
I 



TABLE 2. TABLE 3. TABLE 4. TABLE 5. TABLE 6. TABLE ~. 
N.-S. E.-W. N.-S. E.-W. N.-S. E.-W. N.-S. E.-W. N.-S. E.-W. N.-S. E.-W 



I 
2 

3 
4 
5 
6 

7 
8 

9 

10 
11 
12 
13 



7 
S 

9 
10 
11 
12 
13 
14 



3 

4 
5 
6 

7 
8 

9 
10 
11 
12 
13 
14 

2 



14 

2 

3 

4 
5 
6 

7 
8 

9 
10 
11 
12 
13 



4 
5 
6 

7 
8 

9 
10 
11 
12 
13 

14 

2 

3 



13 

14 

2 

3 
4 
5 
6 

7 
8 

9 
10 

11 
12 



3 

6 
7 

9 
10 
11 
12 
13 
14 

2 

3 

4 



12 

13 

14 

2 

3 

4 
5 
6 

7 
8 

9 
10 
11 



7 

S 

9 
10 
11 
12 
13 

M 

2 

3 

4 
5 



11 
12 
13 
M 
2 

3 
4 
5 
6 



9 
10 



7 
8 

9 
10 
11 

12 
13 

14 
2 

3 
4 
5 
6 



10 
11 
12 
13 
14 
2 

3 

4 
5 
6 

7 
8 



8 

9 
10 
11 
12 
13 

M 

2 

3 
4 
5 
6 



9 

10 

11 

12 

13 

M 
2 

3 
4 
5 
6 



The above are quite enoug-h to show the process. 
By following- up the numbers it will be found that the 
teams who start east and west keep moving- towards 
the last table until they g*et to the foot, they then 
change over to the north and south seats and move 



< 6 MITCHELL S DUPLICATE WHIST. 

up towards the first table, and after playing" north 
and south at the second table they go to the east and 
west seats at the first table, and then down the east 
and west seats to where they started. Similarly, the 
teams who start north and south keep moving* up 
towards the first table to No. 2, then down the east 
and west seats from the first to the last table, and 
back along- the north and south seats to where they 
started. In their travels they meet the other teams 
in a regular order. If the first team played against 
is odd, the next team will be the next higher odd 
number, then the next higher, and so on until the 
highest odd number is met, after which the first even 
number (No. 2) will be the team played against, then 
the even numbers will be met in succession, until all 
of them have been exhausted, when No. :; will be met 
and the balance of the <>dd numbers. At any point in 
the procession where a team's <>\vn number would 
come in. No. 1 will come in to till up the blank. 

It will thus be seen that if players could be 
depended on to follow directions a schedule would be 
unnecessary. All that has to be done is to make 
them change tables in accordance with the movement 
described in the schedule, and they could seat them- 
selves any way at all for the first game and go ahead. 
Unfortunately, however, players cannot be depended 
upon in such a manner, and even if they could a 
schedule would be necessary to settle the disputes 
w T hich w r ould arise. 



TEAM SCHEDULES. . » 

The numbers 6, 10 and 14 were taken to illus- 
trate the team schedule principle, simply because v . 
12 and 16, etc., have already been given among- the 
individual schedules. As the individual schedules 
equalize the opposition at the other tables better, 
they should be used for team tournaments when the 
number is a multiple of four. 

Should the number of entries in a tournament be 
odd, a "bye" can be provided for in the following- 
manner: Use a schedule with one more than the 
number of entries, and let the players be "bye" 
whose turn it is to play with the last or extra 
number. The "bye" will be 3 for the first game, 
then all the odd numbers in succession, then the 
even, and lastly No. 1. 



-$$$&?- 



APPENDIX I. 



LEADS AND INFERENCES OF 
MODERN WHIST. 



LEADS AND INFERENCES OF MODERN WHIST M 



LEADS AND INFERENCES OF MODERN 
WHIST. 

In placing- these leads and inferences before the 
reader it is not considered necessary to preface them 
with any defence or explanation. The reader is 
supposed to have arrived at the conclusion that the 
modern system of leading- is the best foundation on 
which to build scientific play; and it is hoped that the 
leads and inferences as here given will be found in 
such comprehensive form as to allow him to master 
them with a minimum of effort. 

In previous works on whist the sig-ns used for 
King- and Knave have been Kg- and Kn respectively ; 
but as the index letters on all playing--cards in this 
country for these denominations are K and J, and it 
is less confusing- to have totally different signs, the 
letters K and J will be used in the following- pages. 

The object of the game, of course, is to take as 
many tricks as possible with the hands dealt to you 
and your partner. If your cards are not commanding- 
cards at the start, you must endeavor to bring- them 
up to that rank by forcing- your adversaries to play 
the cards they hold which are hig*her than yours. If 
you hold the second and third best card of a suit, you 
lead one of them and g-et the best out of your way. 
If you have the third, fourth and fifth best, you have 



82 Mitchell's duplicate whist. 

to clear away the best and second best. If you have 
only one high card, or two hig-h cards the highest not 
above the rank of third best, you must look to your 
partner for assistance, and lead low. trusting to his 
having the high card necessary to make yours good. 
And w T hile you are endeavoring to clear your suit, 
you must also indicate by a certain arbitrary code of 
card signals, to be shortly explained, as clearly as 
may be permissible, the exact nature and extent of 
your holding. The game of whist is now reduced to 
such a line point that experts can locate the balance 
of the cards sometimes after the fourth or fifth trick, 
and while it may seem impossible to the beginner 
that this stage of proficiency can ever be reached, 

and it is certain that it will be some time before he 
reaches it, yet it is be^t that he should start in with 
the line of play which makes it not only possible, but 
certain of accomplishment with a fair amount of study 
and practice. 

The principle upon which the modern leads are 
based is the showing* of the number ^i cards in suit, 
and the value of them, without in any way endan- 
gering their trick-taking power. This is accomplished 
by the lead of the fourth best card when a low card is 
led originally, or when low card is led after high 
second round; by certain arbitrary leads of high 
cards; and by the leading* of either *)\ two or three 
high indifferent cards second round. :: With two hig-h 



*Trist, in Harpers Magazine, March, 1891 



LEADS AND INFERENCES OF MODERN WHIST. 83 

indifferent cards, if the first card led did not intimate 
five in suit, the lead of the higher now indicates only 
four in suit originally, while the lead of the lower 
indicates five or more. With three indifferent cards, 
under like circumstances, the highest indicates four, 
the intermediate five, and the lowest six or more. If 
the first card led intimated five or more in suit, the 
second lead of the higher of two would indicate five 
only, and of the lower six or more, while the highest 
of three w T ould indicate five only, the intermediate six 
only, and the lowest seven or more. 

LEADS. 

When you have three or more honors in sequence, 
and five or more cards in the suit, you lead the lowest 
honor; following with the highest card of the 
sequence shows a holding of exactly five, with the 
second card of the sequence six or more: if you have 
but four cards in the suit you lead the king. 

When you have two honors in sequence, one of 
which is the king, your original lead, if you hold but 
four of the suit, should be the king; if you hold five 
or more of the suit, you should lead the other honor. 

With ace, queen, knave, you lead the ace, and 
follow with queen if you hold but four, with knave if 
you hold five or more. With ace, queen, knave, ten 
only; lead ace, follow with ten. 

With queen, knave, ten; lead ten; follow with 
queen if you hold but four, with knave if you hold 
five or more. 



84 Mitchell's duplicate whist. 

TABLE OF ORIGINAL LEADS. 

WITH FOUR WITH FIVE WITH SIX 

HOLDING. LEAD. FOL. LEAD. FOL. LEAD. FOL. 

A, K, Q, J K J J A J K 

A, K, Q K Q Q A Q K 

*A, K K . . A 

A, Q. J A Q A J 

A, g, J, K) A LO 

K, Q, J, 10 K lo 

K, Q, J K J J K J Q 

tK. g K IQ .. .. .. 

Q, J, 10 LO Q LO J 

When you have Dot any of the above high-card 

combinations lead your fourth best card; except with 
ace and six small, when you lead the ace. and follow 
with fourth best left in hand; and with A. Q, or A, J, 
and three pr more small, in plain suits, lead ace and 
follow with fourth best left in hand, especially if 
weak in trumps and cards of reentry. 

Except, also, with J, LO, 9 and one or more small 
in trumps, lead J. 

Lead from your Longest suit. 

If you have two suits of equal length, select the 
stronger. 

If your longest suit contains but four cards. 
headed by the ten or lower, you may lead from the 
top of the suit, rather than run the risk of sacrificing 

*In trumps lead fourth best, except with six or more, fin 
trumps lead fourth best unless you also hold the ten. JIf Q wins, 
follow with fourth best left in hand. 



LEADS AND INFERENCES OF MODERN WHIST. 85 

an honor in your partner's hand; although the safer 
wav for the very beg-inner is to lead the fourth best 
even from such a weak holding- as described, and let 
partner draw rig-id inferences from your play. 

These are the leads for the opening- of a hand. 
When you are not the orig-inal leader, you can, in the 
majority of cases, adhere to them, although, not 
infrequently, occasion will arise when your better 
judg-ment will suggest a departure from them. It is 
justifiable to lead from a suit of less than four cards 
when your long- suit has been started by your adver- 
saries and you consider it dang-erous to continue the 
suit, or w T hen the previous play indicates that your 
short suit is your partner's long- one. 

FORCED LEADS. 

When oblig-ed to lead from a suit of less than four 
cards, the rule is to lead the hig-hest, in order to 
strengthen your partner's hand, if the card you lead 
happens to be of his suit, and also in order to show T 
him that you are weak in it. If you lead a K, O. J, 
10 or 9, and either of the cards which you oug-ht to 
have held to justify the lead falls on the trick or is in 
your partner's hand, he knows at once that it was a 
forced lead, and g-overns himself accordingly. 

It is best to be satisfied that your partner is 
strong" in the suit before you lead a K or O that has 
two guards, but with cards of lesser value you would 
not be likely to make tricks anyway, and they may be 
of assistance to your partner. 



86 Mitchell's duplicate whist. 

When leading- from a short suit in which v<>u 
have two honors, you lead the higher. If the card 
you lead wins the trick you follow with the other 
honor. 

TRUMP PLAY. 

If trumps is your longest suit, lead trumps. If 
you have the commanding cards in all the plain suits. 
or if you have one wry long established suit and 
probable cards of reentry in the two others, it is wise 
to lead trumps originally, even when you are short. 

and when short it LS the rule to lead the highest; SO 
that, with ace and one. king and one. queen and one, 
or knave and two small, you would lead the honor. 
With ace, king or queen, and two small, you would be 

justified in departing from the rule and leading pour 

lowest, depending <>n the size of the turned card and 
whether it was desirable tor you to lead <>r he led up 
to after the third round. 

When long, the card to lead in the trump suit is 
the same as in the plain suits," except as it may he 
affected by the size o( the turned trump. If any 
card higher than the eight is turned and you hold 
two or more cards above it, you may lead the highest 
card of the sequence next above. That i^ to say, you 
must prevent the dealer from taking the trick with 



* Except that you lead low from K, Q, unless you hold four or 
five small, and lead the top of the J, 10, 9, sequence, instead of 
fourth best. 



LEADS AND INFERENCES OF MODERN WHIST. v . 

the turned trump if you hold cards which justify the 
play. 

While the main object of a scientific whist player 
is to establish and bring- in a long- suit, it must be 
admitted that in a larg-e number of hands this object 
cannot be attained, and the best whist player is he 
who is quickest at perceiving- when it is incumbent 
on him to abandon the idea of making* a great hand 
out of any particular holding- and to reach out for all 
the stray tricks in sig*ht. When you cannot bring- in 
your long- suit, you must bend your energies in the 
direction of preventing- your adversaries from bring* - 
ing- in theirs, and your trumps are the best weapons 
to employ. The smallest trump is g-ood for the 
larg-est plain suit card, and when it becomes evident 
that you and your partner cannot make the most 
tricks by g-etting- trumps out and making- your long- 
suit, it should be your endeavor to separate your 
trumps as far as possible, either on suits that you 
have started yourselves or on the suits started by the 
adversaries. Often it is necessary to have your 
partner trump the second or third round of your suit 
before you can establish it, and, in fact, there are 
many ways in which ruffing* may be used to 
advantag-e. There is nothing* so deadly as the cross- 
ruff. 

SECOND-HAND PLAY. 

Before the adoption of the fourth best lead the 
principal rule for a player to follow second hand 



88 Mitchell's duplicate whist. 

when a low card was led and he did not hold two or 
more honors in sequence was to play his lowest card, 
and when an honor was led to cover, but now it is 
different. The fourth best card proclaims SO exactly 
the other cards that are held by the original leader 
that it is incumbent on the second-hand player to use 
his medium cards in such manner as to prevent the 
sacrifice of honors in the hand of his partner. There 
being thirteen cards in each suit, the lowest of which 
is the deuce, or two, it follows that the highest must 
rank as fourteen, and if you deduct from fourteen the 
three higher cards than the fourth best which the 
original leader holds, you have the "eleven rule," 
invented by Foster, to guide you in making up your 
mind as to how you may use the cards higher than 
the one led which are in your hand. 

If the nine is led, there are only two cards <>ut 
against it. If you have the king and one small card 
you must play the king and hold the trick. a> the ace 
must be in the leader's hand, and whether your 
partner has the other card that is out against the 
leader's combination or not your king would be lost 
to the ace on the second round. The leader's holding 
must be either ace- queen -ten- nine or ace- knave- ten- 
nine. 

If you hold the queen and one small, and the nine 
is led you may as well play your queen. The leader's 
highest card must be either the king <>r ace, and 
your queen would be useless on the second trick. 



LEADS AND INFERENCES OF MODERN WHIST. 89 

If the eight is led, there are three cards out 
against it. If you hold two of them it is well to play 
the lower of the two. If your partner has the other 
you hold the trick. 

If the seven is led there are four cards out 
against it, and if you hold three of them you should 
cover. 

If the card led is below the seven, covering- is 
liable to be mistaken for a trump call (a process 
which will be explained later), and unless you have a 
sequence of the nine and higher you should plav a 
low card. 

There are several general rules which may be 
followed with safety in second-hand play. 

If you have a holding which would justify the 
lead of a high card if you were in. it is proper to play 
a high card second hand. 

If any card higher than the eight is led, and you 
hold the ^fourchette/' that is, the card immediately 
above and below in value, the play is to cover. 

When you have two high cards in sequence and 
but one small card, you play the lower card of the 
sequence second hand, unless the card led is higher 
than yours, when, of course, you must play the low 
card. 

With one high card and one small, you cover, if 
your hand will justify a trump lead, or if you are 
desirous of obtaining the lead, or if you can tell by 
the size of the card led that vour hisfh card cannot 



90 Mitchell's duplicate whim. 

become the master card on second round and it may 
save the master card in your partner's hand. 

When by the eleven rule you can read that you 
have all the cards out against the original leader, you 
simply cover the card Led and hold the trick, but you 
must be satisfied that the lead is not a forced one 
before you try to hold the trick in that way. If the 
cards not in your hand above tile one led include high 
card sequences from which a high card should be led, 
then you know that the lead is false, and must play 
accordingly. If you have not the ace or a high card 
sequence yourself, the better way is to plaj low, and 
leave the leader's partner in doubt as much as 
possible as to the whereabouts of the medium cards. 

It is hardly necessary to instruct even a beginner 
to put the ace in second band when either the king, 
queen ok knave is led. The ace is the only card out 
against any of these cards, and if the trie! ssed 

you run the risk of losing your ace to a small trump, 
as the later the round tA~ a suit, the more liable the 
other adversary is to be out. But if the queen is led, 
and you hold the king, the lead is marked as fa 
and you must govern yourself by the rest of your 
holding. If your king is only once guarded, you had 
better put it in. as third hand will undoubtedly fin< 
the queen; and if he holds the ace. your king would 
be caught on next round anyway, whereas, if your 
partner holds the ace you hold tile trick. The same 
remarks will apply to a knave lead when you hold the 



LEADS AND INFERENCES OF MODERN WHIST. 91 

king- and one small. With king-ten or king--nine and 
one or more small, it is best to cover queen or knave 
led, as if you pass, and the remaining- higri cards are 
all in third hand, you are liable not to make a trick, 
whereas if you cover, you are bound to do so, bar 
trumping*. Similarly, with queen and one you would 
cover a knave or ten, and with queen- ten or queen- 
nine and two or more small you should cover the 
knave. 

TRUMPING IN. 

When a suit is led of which you are out, and it is 
doubtful whether your partner or opponent is the 
player able to take the trick, you trump in second 
hand, provided you hold not more than three trumps. 
and discard from your weak suit if you hold four or 
more trumps. If two of your three trumps are 
honors, and the remainder of your hand is such that 
you see a probability of gain by refusing* to trump, 
you may take the risk; but if your hand will not 
stand a trump lead you had better trump in even 
with two honors, as, if your partner wins the trick or 
g*ets in before you are subsequently forced, he will in 
all probability lead trumps on the strength of your 
play. Contrarywise, it sometimes pays to trump in 
on a doubtful trick when you have four or more 
trumps, as for instance when your partner has sig*- 
nalled for trump and it is certain that you will not be 
overtrumped, or when you have nothing* but winners 



92 Mitchell's duplicate whist. 

to discard. But there are many tricks lost by trying 
to find an excuse for breaking the rule, and in the 
great majority of cases it is best to follow it. 

THIRD-HAND play. 

Sitting third hand there is little for you to do on 
a low card led by partner except to attempt to take 
the trick by playing yum- highest card or the lowest 
card of your highest sequence, /. c. of course, unless 
second hand has already played a card which is 
higher than you can reach. There is "in- exception 
t<> this rule, and that i^. holding ace and queen, you 
finesse the queen. This is a recognized play among 
experts, and should be adhered t<» strictly. If you 
play the ace you (\^n\ the queen, and your partner 
must place it against him, and play the rest of the 
hand accordingly. 

If a hiirh card i-> led by your partner, you play 

low or high, according t<> tin- remainder of your hand. 
By the eleven rule you may he aide t<> figure that 
you and your partner have all the high cards in the 

suit, and if you were strong in trumps, you would 
take the trick and lead a trump, whereas if you w 
weal< you would leave your partner in, and put the 

onus of the game <^n him. If you can figure that 
there is only one card out against you and your 
partner, and you have the command, you may finesse, 
provided you have tenaces in the other suits and 
would just as lief have the fourth player get in and 



LEADS AND INFERENCES OF MODERN WHIST. 93 

lead up to you; otherwise, it is best to play the master 
card and let your partner do the finessing- in his own 
suit. If, however, the ten is the card led, and you 
hold the ace, you had better take the finesse, as, 
if the king- is fourth hand, it will probably be g-uarded 
and would make in any event, whereas, if it is in 
second hand, by holding- off you may capture it. 
UNBLOCKING. 

If you hold four cards of the suit which your 
partner leads originally, and his lead indicates that 
he may hold five or more, you play the suit exactly 
the same as you would if you held but three, with the 
smallest card out, reserving- the smallest card for the 
fourth round. Your partner missing* the small card 
locates it in your hand, and if he succeeds in estab- 
lishing- his suit you run no risk of blocking- it by 
being- oblig-ed to take the fourth trick. 

When you return your partner's lead, you return 
the lowest of four or more, the hig*hest of three or 
less, always, of course, reserving- the lowest card if 
there is any probability that your partner has five 
cards in his suit. If you retain your lowest to the 
first trick you return your hig*hest remaining- card, 
and if you have to discard from the suit you throw 
away the middle card. 

RETURNED LEADS. 

By the old English rule a player had to open his 
own suit before returning* his partner's. This rule 
is bv no means riHdlv followed now, and mav be 



94 Mitchell's duplicate whist. 

modified to read about as follows: If you have reason 
to believe your suit can be established sooner than 
your partner's, it is wise to open it in preference 
to returning- his; if, on the other hand, it is evident 
that your partner's suit is stronger than yours, do 
not start a new suit. One suit is as many as you can 
brin<^ in in one hand, and whatever medium strength 
you and your partner may have in another suit may 
be very useful in bringing in the first suit. If you 
do start a new suit it is a virtual command to your 
partner to abandon his suit and devote his energies 
to yours. 

If you have won your partner's trick* very 
cheaply, it is unwise to return his lead in any event 

The Strength in the suit must lie between your 

partner and the opponent on his left. If your partner 

has the ace-queen, your return of tile suit forces him 
to put uj) the ace and establish the king for the 
opponent; if he has the king-knave, the opponent has 
him at his mercy. This i^ one of the situations that 
justifies the lead <A a "strengthening" card. You 
have not a long suit strong enough to justify a low 
lead and the possible sacrifice of a high card in your 
partner's hand, so you lead him a medium high card 
from a short suit, which, if second hand does not 
cover, he can finesse, and put the player in the lead 
who has the secondary strength in his suit. 



LEADS AND INFERENCES OF MODERN WHIST. 95 

THE SIGNAL. 

The signal for trumps is given by playing- an 
unnecessarily high card on a plain suit led, afterward 
plaving- a lower one. By this means, when you are 
unable to g-et the lead, and you want to have trumps 
led, if vour partner obtains the lead he is enabled to 
lead them for you. There is hardly any room for 
doubt as to the intention of a third or fourth hand 
plav in respect to this signal, but great care must be 
taken not to mistake the play of a hig-h card second 
hand for a trump signal. As explained in second 
hand play, with the nine, ten, knave, queen or king-, 
and the cards next in value, you play hig-h, but not 
unnecessarily so. You also cover the seven, eig"ht 
and nine with certain combinations, and your partner 
must be satisfied that you do not hold the card next 
above or are trying- to save hig-h cards in his hand 
and prevent the establishment of the original leader's 
suit before he interprets your play as a signal for 
trumps. Contrarywise, when you go in second hand 
without the sequence which justifies it. your partner 
may give you strength in trumps and look upon your 
play as an attempt to g-et in and lead them. 

If the signal is given after trumps are out, or 
after it is evident that it cannot mean a signal for 
trumps, it shows great strength or absolute com- 
mand of the suit signalled in. It does not mean that 
the player wants that suit led to him, but that he 
can take a trick in it when necessary. 



96 Mitchell's duplicate whist. 

THE ECHO. 

When your partner leads or signals for trunr 
you must show him by your play whether you have 
three or less, or four or more. When he leads a high 
trump, with three or less you play your lowest; with 
four or more you play your third best. Then if you 
play a higher card on the second round he knows you 
held not more than three originally, while if you play a 

lower lie gives you credit for four or more. When your 
partner leads a low trump originally, and you hold 
the trick or get in afterward before he does, you 
return the highest of three or less, and your original 

fourth best from four or more. When vour partner 
has signalled for trumps, <ind you obtain the lead first, 
you lead him your fourth best from four or more, and 
vour highest from three or less. If. however, your 

holding is headed by tile aee, you lead the aee first, 

irrespective of number, and with three or less follow 

with the next to the aee, with four <>v more, drop 
down to the original fourth best. If you hold live, 
and your partner finds it necessary to lead the third 
round, it is better to play the third best on the third 
round than to play your lowest, as in the latter event 
vour partner might not know whether to credit you 
with three or five. Similarly, when you have led 
vour fourth best originally, and your partner leads 
the master card on second round, it i> better to play 
the third best on second round than t<> drop to your 
lowest if you hold five, as, if you dropped the low 



LEADS AXD INFERENCES OF MODERN WHIST. '.♦« 

your partner might be uncertain as to whether your 
original holding* was tw r o or five. 

If you have to trump in before responding- to 
your partner's call, you trump in with your second 
lowest when you have four, and lead the highest, 
dropping- to the lowest on second round. If you 
have five, you trump in with the fourth best and lead 
the lowest, except holding* the ace or two honors in 
sequence, when you trump in with third best and 
lead ace, or the lower of your two honors, following* 
with fourth best or other honor. 

If you have an opportunity to signal in a plain suit 
after your partner has called for trumps, and before 
you or he can get in to lead them, you do so provided 
you have four or more. Failure to signal under these 
conditions means that you have not more than three 
trumps. 

When you wish to signal or echo and unblock at 
the same time you use your second and third best 
cards for the purpose. 

DISCARDING. 

Discard generally from your weak suit. If you 
have an honor in either of your opponent's suits, it is 
well, however, to keep it guarded, unless you are 
strong enough in trumps to suffer its loss without 
endangering your game. When your opponents have 
developed great strength against you, and it is neces- 
sary to discard from a head sequence, you discard 
the highest, to inform your partner you also have 



98 Mitchell's duplicate whist. 

the cards immediately below it. If you discard the 
second or third best, he g"ives your opponents credit 
for the master card. 

INFERENCES. 

LEAD. FOLLOW. INFERENCE 

A. ... K ... . Has tli roc or more small cards remaining*. 
If A is led, then another suit, probably 
has K and J, and is waiting for finesse. 
If A is led then small card of same 
suit; has five small, or Q or J and two 
()\- nu»re small remaining*. 
A . . . . Q . . . . Has J and < >ne more remaining. 

A . . . .J Has ( j and two or more remaining. 

A. . . .10.. . .Has Q and J only remaining. 
.Has two more remaining. 
.<>... . Has A and one more remaining. 

.Has A and Q only remaining; or if A is 

against, has Q and one remaining. 
. Has Q and J only remaining. 
.Has K and two more remaining. 
. lias A and three more remaining. 
. Has K, Q and one more remaining. 
.Has A. Q and two more remaining, 

J Q . . . . Has A, K and three more remaining. 

LO. ... Q ... . Has J and one more remaining. 

LO. . . . J Has Q and two more remaining. 

10.. . . i> Has Q, J and no more remaining. 

9 Has K», Q, A; 10, J, A; or LO, J, K, with 

or without others. 



K.. 


..A. 


K.. 


..(_) . 


K.. 


..J. . 


K.. 


. LO. 


Q . . 


..A. 


Q . . 


..K. 


J... 


..A. 


J... 


..K. 



LEADS AND INFERENCES OF MODERN WHIST. 99 

8 or lower . . Has three higher cards, not including- A- 
K, A-Q-J, K-O, or Q-J-10. 

Plays an unnecessarily high card, afterwards 
playing a lower one : is signalling for trumps to be 
led' 

Signals for trumps after partner has led trumps, 
or signalled for them; intimates that he has four or 
more trumps originally. 

Signals after trumps are exhausted ; is strong in 
suit signalled in, and probably has command of it. 

Refrains from trumping a doubtful trick second 
hand; has at least four trumps. 

Trumps a doubtful trick second hand ; has not 
more than three trumps. 

Plays a high card second hand on small card led; 
has no more, or has the card next above, and but one 
small card in the suit. If high card is played second 
hand without having the next above, and afterwards 
a lower card is dropped, it is a distinct intimation of 
strength in trumps, and must be taken as such. If 
partner plays 9, 10, J, O, K or A, the inference is that 
he either has no more; or has the card next above in 
value with no more, or one more ; or has one of the 
combinations which would justify the lead of the 
card played; or is covering to save the master card in 
his partner's hand. 

Discards any suit ; is probably weak in that suit. 



100 Mitchell's duplicate whist. 

variations of the signal and echo. 

The original call was made by playing a higher 
then a lower card of the same suit, and was an invita- 
tion to partner to lead trumps, while the original 
echo was a similar signal on the part of the partner 
of the player who had called for or led trumps, to 
show the possession of more than three trumps. 
The calls and echoes were made with small, indif- 
ferent cards at first, but the principle was extended 
later <>n to cover high cards in sequence, so that a 
signal could be made whether attempting to take a 
trick or not. 

The next extension of the principle was in the 
nature of a change in its meaning, and the play of a 

higher then a lower card of the same suit was made 
to show command of the suit signalled in. ( )f course, 
the signal could not he used for both purposes at the 
same time, so it was agreed that if a player failed t<> 
take advantage of the first opportunity he had to 

make a signal, to draw the inference that he did not 
wish to call for trumps, and if he made a signal after- 
wards it was to show command i^ the suit in which 
he signalled. And if the opponents had signalled for 
or led trumps, or otherwise shown great trump 
Strength, the command signal could he made even if 
it were the first opportunity the player had to signal. 

While one authority was evolving the command 
signal another authority came forward with the 
"reverse signal" to mean exactly the opposite, viz.. 



LEADS AND INFERENCES OF MODERN WHIST. 101 

weakness in the suit signalled in — the signal to be 
made under the same conditions as those under 
which the command signal was made, u e., when it 
could not be mistaken for a call for trumps. 

But signalling did not stop even at this point. 
Having found it a good thing to show four trumps to 
partner, the question was raised, why not show 
three also? And forthwith the sub -echo was 
invented. In order to accomplish the sub-echo, 
however, it w T as necessary to do away with the 
command signal, or the show of weakness, as the 
sub-echo consisted in not echoing at the first oppor- 
tunity, thereby denying four trumps, and echoing at 
the second opportunity to show exactly three. 

Similarly, if you had echoed once to show four, 
echoing once more would show five. 

Then another theorist came to the front with a 
plan to show three trumps, and at the same time 
keep the command signal intact. This plan con- 
sisted in showing four when you only had three, 
provided your partner showed five or more by his 
original lead. When your partner has five trumps, it 
is unlikely that you will hold four anyway, and if you 
echo, you show him you have at least three. When 
he has six trumps and each of the adversaries two, 
this enables him to locate the other trump with you; 
or if he has but five, and both adversaries have 
followed suit to the second round, he knows that he 
can exhaust the trumps on the third round. 



L02 Mitchell's duplicate win- 

The latest three echo consists in partner playing 
his second lowest trump on first trick, and third 
lowest on second trick, in every case in which he is 
not compelled to play a high trump on the original 
lead. That is to say, you play the same card on first 
trick whether you have three or tour, and you go Up 
on second round if you have only three, and down 
if you have four. The absence of the small card in 
the case of three locate-, it in your hand. 

There is another echo which i^ made to show the 
possession of four trumps, irrespective of partn 
lead of or call for trumps, which is made with three 
indifferent cards of a plain suit by playing the middle 
card first, the higher next, the lower last. 

VARIATIONS OF THE DISCARD. 

There is no feature of tin- game of whist which 
is more confusing t<> the student than tin- discard. 
The original modern convention was to discard from 

your short or weak suits, except t<> retain a guard to 
an honor ^v second best card when deemed advisable. 
After some experience with this discard, however, 
the authorities came to the conclusion that when the 
strength in trumps was declared against you it was 
safer to protect your weak suits and throw away 
from your longest, the latter being the suit in which 
you can best afford to part with the small cards, 
when there is no hope of bringing it in. Experience 
with this discard developed the fact that partners 
could not agree as to when the trump strength v 



declared against them, and in order to make the rule 
easier to follow it was seriously proposed in u Whist" 
to have it read, " Discard from your strong* suit when 
your adversaries lead trumps." This proposition, it 
is needless to say, did not meet with general approval, 
although it had quite a few supporters, and there are 
players who follow that rule to-day. 

It was on account of the ambiguity of this 
discard that the command and weakness signals 
already spoken of were invented, and as the 
same signal stood for directly opposite conditions of 
the signaller's hand, or rather, as both signals were 
made in exactly the same way, confusion onlv 
became worse confounded by the new inventions. 
It became necessary for a player to ask his partner 
whether he played Drayson, or Pettes, or Cavendish. 
or Pole, before the first card of a hand was played, 
otherwise each was liable to do just exactly what the 
other did not want him to do. 

But the invention of discards did not stop at this 
point. The play introduced by Rufus Allen, of 
Milwaukee, is to discard from your strong suit if 
trumps are led originally, whether by partner or 
opponent, and from your weak suits if a plain suit is 
opened originally. That is to say, if no plain suit 
has yet been shown by anyone, you discard from 
your best suit, or the one you want your partner to 
lead vou ; but if some one has shown a suit, you 



1<>4 Mitchell's duplicate whist. 

discard from the one of the other two in which vou 
are weak, or which you do not want him to lead vou. 

Then there is the Tormey discard, which was 
fully explained in "Whist" of January. L895. This 
is a one card signal, the idea of which was taken 
from a Mexican fame. Tim suits are considered as 
following each other in a certain order, as Spades, 
Hearts, Clubs, Diamonds, Spades, etc., and the dis- 
card of a card of any suit shows strength in the suit 
next following. A Spade discard means strength in 
Hearts, a Heart discard strength in Clubs, a Club 
discard strength in Diamonds and a Diamond discard 
strength in Spades. A.s you cannot discard a trump, 
vou have t<> leave the trump suit <>ut of the reckoning; 
so that if Spades were trump the order ^\ the suits 
would be Hearts, Clubs, Diamonds, Hearts; if 
Hearts were trump, the order would be Spades, 
Clubs, Diamonds, Spades, and -><> on. This discard 
was frowned upon by "Whist," hut has had it*> fol- 
lowers since the Fifth Congress, and as it proclaims 
both weakness and strength in unequivocal terms, it is 
certainly entitled to respectful consideration. Mr. 
I\ J. Tormey, of San Francisco, one of the directors 
i)i the American Whist League, who was responsible 
for its introduction, modestly said at the time: 
"Whether it is good or had whist play. I leave it to 
better judges than myself to adjudicate. 91 

There is still another one card signal, which 
may be called the Pettes discard. This is a signal 



LEADS AND INFERENCES OF MODERN WHIST. 105 

for trumps by throwing- off an eight or any higher 
card. Ordinarily, if your partner discarded a card 
as high as an eight you would suspect that he was 
commencing a signal, but if you are playing the 
Pettes discard, you must consider that he has 
already signalled and lead trumps as soon as you get 
in. This prevents discarding from w r eak suits which 
have no cards beknv the eight, but players who use 
this discard claim that it is seldom they cannot throw 
away a low card of their long suit when they do not 
want trumps. 

POLE'S RHYMING RULES. 

REVISED TO SUIT THE AMERICAN GAME. 

If you the fin de siecle game of whist would know, 
From this great principle its precepts mostly flow; 
Your first and second leads let partner understand, 
Both quantity and quality of suit in hand. 

With ace, king, queen and knave, the lead's the knave or king; 
With ace and king and queen, the queen or kings the thing; 
With ace and king, the ace or king — the king if four, 
The first of these if you have five in suit or more. 

With king and queen and knave, with or without the ten, 
With four lead king, with five or more the knave lead then; 
With king and queen and two, the king should first be seen; 
With king and queen and three, the first lead is the queen. 

With queen and knave and ten, with or without the nine, 
First lead the ten; with four, the queen is next in line; 
But holding five or more, with knave you next proceed. 
Though holding four with nine, the nines the second lead. 



106 Mitchell's duplicate whist. 

With ace and queen and knave, with or without the ten, 
The first lead is the ace, with queen you follow then, 
With only four in suit; with five the knaves the play; 
Though holding ten alone, follow with ten, they say. 

(These secondary leads are on this basis played — 
Indifferent high cards to tell the tale are made; 
The lower of two shows five, the higher only four; 
The middle of three shows five, the lowest six or more.) 

With ace and six, ace-queen or knave and three, lead ace; 

The fourth best is the lead in every other i 

In trumps don't lend high from ace-king, ace-queen, ace-knave, 

king-queen, 
Unless originally six in suit are seen 

When you your partner's plain suit lead return, take pains 
To lead him back the very best your hand contains; 
That is, if yon received not mori 
If you had more than that, yon may return the w 

In trumps, you lead him back the best with three or less, 
The worst with four or more unless you ace jmssc 
Your partner do not force, if you in trumps are we ik. 
Unless it is quite plain a force he's tried to seek 

Whene'er you want a lead, you'll find 'tis seldom wrong, 
To lead up to the weak, or (sometimes) through the strong; 
Still, in the course of play, you often will find need 
To twist this rule around so you can throw the lead. 

When you discard, cards from weak suits you ought to choose, 
For those in strong ones are too valuable to lose; 
But should you discard from strong suit to guard your hand. 
Then signal with the cards you throw, to show command. 



LEADS AND INFERENCES OF MODERN WHIST. 107 

To lead through honors turned is culpably bad play, 
Unless you wish to have the trump suit cleared away. 
When adversaries try that scheme of leading through, 
Don't keep command too long, or else the play you'll rue. 

Mind well the rule for trumps, 'tis seldom wrong to lead them 
When you hold five with one, or four with honors two; 
And if the chance to lead won't come in time to you, 
Then you must signal to your partner so to do. 

When, second hand, you hold one honor and one small, 
Don't jump in with the high unless you mean to call; 
And when, in that same place, a doubtful trick you see, 
Don't trump it if in trumps you hold more cards than three. 

But if you're fourth in hand, don't fail a trick to take, 
Because you have four trumps, and one long suit to make. 
For sequences, remember, custom has decreed, 
That lowest of them you must play, when not your lead. 

Don't get too bad a case of the unblocking craze, 

Or else you'll forfeit tricks in foolishest of ways; 

Retain the lowest card of four for the fourth round, 

But don't take partner's trick unless you know your ground. 

In making opening leads, select your suit that's longest — 
For cards to bring it in you may require your strongest. 
Stick closely to these rules and when you "strike your gait," 
You'll not lose many tricks at "straight" or "duplicate 

NEW SYSTEM OF LEADS. 

Now that the adoption of the ten lead from 
queen-knave-ten has become almost general, and in 
view 7 of the fact that the knave is considered the 
proper lead from king-queen-knave and the queen the 



108 Mitchell's duplicate whist. 

proper lead from ace-king-queen, it seems to me that 
the original leads could be greatly simplified by the 
adoption of a general rule, such as the following 1 : 

With three or more cards in sequence, the 
lowest of which is not below the ten, lead the third 
from the top. 

With only two honors in sequence, both higher 

than the knave, lead the higher. With ace, queen, 
knave, lead ace; follow with queen to show tour, 
knave to show five or more. 

Without any high card holding as good as either 

of the above, lead your fourth best card. 

If the above rule was adopted it would do away 
with the ten lead from king-knave-ten and the ace 
lead from ace and four or more small; but as these 
leads have virtually been abandoned already, the new- 
rule would not interfere with the general mode of play 
in that respect. The new rule, however, would make 
a radical change in one respect, viz., in the lead of the 
queen to show five or more in suit and the lead of 

king to show exactly four, and that is where the 
principal objection to the proposed change will come 
in. However, according to some authorities, whose 

opinion is shared by quite a number of experts, the 
number of small cards shown by a lead is not so 
important as the exact strength displayed, and there 
is no question as to the superiority of the proposed 
change in the latter respect. 



LEADS AND INFERENCES IN MODERN WHIST. 109 

The lead of the ace would proclaim the king- or 
queen-knave, the lead of the king- would proclaim the 
queen, the queen would proclaim king- and ace, the 
knave would show the queen and king-, and the ten 
the knave and queen. Each of the hig-h cards from 
the ace down to the ten, with the exception of the 
ace, would proclaim a certain holding-; and as the ace 
usually wins, the next lead would clear away all 
uncertainty in reg-ard to that also. 

The hig-h indifferent cards left in hand after the 
orig-inal lead could be used under the new system to 
show number of small cards in suit just the same as 
under the old, and the table of leads would not be 
altered much in this respect. 

NUMBER CARDS IN SUIT. 
HOLDING. 4 5 6 

L. F. L. F. L. F. 

A, K, Q, J QA OK OJ 

A, K, Q O A OK 

A, K A A 

A, Q, J AO A J 

K, Q, J, 10 J K JO J 10 

K, Q, J J K JO 

K, Q K K 

Q, J, 10 10 O 10 J 

The above is respectfully referred to the whist 
fraternity for consideration. 



APPENDIX II. 



CONGRESS PROGRAM. 



CONGRESS PROGRAM. 113 



DRAFT OF PROGRAM FOR CONTESTS 

And Rules to Govern a Congress or Annual Meeting. 

There will be four general contests during- the 
session: 

1. A contest for the Championship Trophy for 
the year. Individual Souvenirs to be awarded the 
winning- team. 

2. A contest for the first possession of the Chal- 
lenge Trophy for the year. Individual Souvenirs to 
be awarded the winners. 

3. A contest for club pairs, for a Special 
Trophy. Individual Souvenirs to be awarded the 
winners. 

4. An individual contest at duplicate whist for a 
medal. 

[Progressive Pair and Four games may be 
arrang-ed by the tournament committee for the 
players not eng-ag-ed in the g-eneral contests on such 
days as may be deemed convenient.] 

GENERAL RULES. 

1. All g-eneral contests will beg-in on the first 
day of the congress and continue uninterruptedly 
until the last day, the last day to be kept for the 
playing off of ties and for the finals. 



114 Mitchell's duplicate whist. 

2. Printed schedules will inform the players of 
the hour and place each contest will take place, and 
the schedules will be posted in the meeting rooms 
for the guidance of delegates. 

3. A record of the results of each day's matches 
will be posted in the meeting room, or in such other 
conspicuous place as may be agreed upon. 

4. Entries for the various contests will close at 
noon of the first day <A' the congress. All entries 
should be addressed to Chairman Tournament Com- 
mitter. 

5. Any team or player not ready t<> start within 
ten minutes after the time scheduled for commencing 
the play may he defaulted by the member of the 
tournament committee in charge of the game. 

6. No person except the players, members of 

the tournament and executive committees and the 

recorders will he allowed in the rooms while a match 

game is in progress, without the unanimous consent 
of the players. 

7. It shall he the duty ^i players to compare 

scores after each hand with the players at the same 
table, hut n^ player shall he allowed to see any score 

not made at his own table until the end of each 
preliminary match or each third of the finals, at 
which time the scores will he announced by the 
tournament committee. 

S. The tournament committee shall have the 
right to alter the rules in any matter of detail, should 






CONGRESS PROGRAM. 115 

the occasion in their opinion render it advisable so 
to do. 

RULES FOR THE CHAMPIONSHIP AND CHALLENGE TROPHY 

CONTESTS. 

1. Each club shall play an equal number of 
hands against every other club, and the two clubs 
with the highest game scores shall play a final match 
of twenty -four hands to decide the winner. 

2. The preliminary matches shall consist of 
eight or more hands, the number to be regulated by 
the tournament committee according to the number 
of entries; provided, however, that not more than 
forty-eight hands shall be played in any one day. 

3. As many clubs shall play in one room or 
division as there are hands to be played in each 
preliminary match, and the hands shall be passed to 
all the tables in each division, and the north -south 
and east-west hands shall be averaged in each 
division. 

4. Players shall not change partners during a 
preliminary match, but shall change partners after 
each such match, rotating with the other three 
members of their team. In the finals, however, they 
shall change after every third. 

5. The number of hands to be played every day 
shall be divided into two portions as nearly equal as 
possible and divided between the afternoon and 
the evening. Afternoon play will begin at 2, evening 
play at 8. 



116 Mitchell's duplicate whist. 

6. Games resulting in a tie in the preliminary 

matches will not be played off, unless there arc ties 
for second position at the finish, in which case the 
teams so tied shall play a match of twelve hands. 

7. Every player must be a member of the club 
he represents. 

RULES FOR CLUB PAIRS CONT] - , 

1. Bach pair shall play one match of eight 
or more hands against every other pair in the 

contest, and shall sit north -sou th or east-west 
according to the schedule (*>v the number of entries 
in the contest. 

2. The game will be divided into as many 

sections as half the number of entries divided by the 
number of hands in each match will give; t\ ('. there 

will Ik- as mam tables in each section as there are 

hands in each match, and the average of each section 
will be figured separately. 

3. The gains and Losses to each pair shall be 
figured by the respective averages of the hands 

they play, and the prizes shall be awarded to the 
team with the highest match score. In case ^^ a tie 

in matches, tricks shall decide the winner, but if 
these are also tie, souvenirs shall be awarded to both 
teams, and the trophy shall be held six months by 
each, and be played ior again at the next congress. 

4. If the number n\ entries are so great that 
matches of eig-ht hands cannot be played against 



CONGRESS PROGRAM. 117 

every other pair, the Whitfeld system of progressive 
play shall be adopted. 

INDIVIDUAL CONTEST. 

1. Each individual shall play once with and 
twice against every other individual in the contest, 
and shall sit north, east, south or west according- to 
the schedule for the number of entries in the contest. 

2. The g*ains and losses shall be fig-ured by the 
average for the hands played by each individual, and 
the prize shall be awarded to the individual with the 
hig-hest match score. In case of a tie in matches, 
tricks shall decide the winner. In case these also 
are a tie, the prize will be duplicated. 



*dk 



8e- 



APPENDIX III. 



DRAFT OF BY-LAWS FOR 
WHIST CLUB. 



BY-LAWS. ll y l 



WHIST CLUB. 



BY-LAWS. 
ARTICLE I. 

NAME. 

This shall be called the - Whist Club. 
ARTICLE II. 

OBJECT, 

Its purposes shall be to develop and perfect the 

game of whist, to instruct its members in the science 
thereof, and to promote good fellowship among its 

members. 

ARTICLE III. 

OFFICERS. 

A President, Vice-President, Secretary and 
Treasurer shall be chosen at each annual meeting" 
and shall hold office for one year, and until their 
successors are elected. 

There shall also be chosen from the members 
eight Trustees. Those elected at the first election 
shall divide themselves into two classes of four each; 
the first class to hold office one year and the second 
two years. At each annual meeting- thereafter there 



122 Mitchell's duplicate whist. 

shall be chosen four Trustees, whose term of office 
shall be two years, to fill the class whose term will 
then expire. The President, Vice-President, Secre- 
tary and Treasurer for the time being shall he 
Trustees, making the whole number nt Trusl 
twelve. 

There shall also be chosen at each annual 
meeting a Whist Committee, consisting of five 
members of the Hub. 

AJRTICLE [V. 

1. 1. 1. CI IONS. 

The election of Trustees and the Whist Com- 
mittee shall take place at the rooms of the Club on 
the day of the annual meeting in each year, and shall 

be by ballot. Polls shall be opened at li ; o'clock .m., 

and closed at 9 o'clock P. ML 

AJRTICLE V. 

At the regular monthly meeting of the Trustees 

in in each year there shall be appointed 

three Judges of Election, members of the Club, who 
shall have charge of receiving and counting all ballots 

cast, and who, immediately after election, shall 
certif}' to the Secretary the names of all officers 
elected, and the number oi ballots cast for each 
candidate. 

At said meeting o\ the Trustees 

there shall also be appointed two Nominating Com- 
mittees of five members each, both of which 



BY-LAWS. 123 

committees shall be composed of members of the 
Club, but in one of which there shall be no officers of 
the Club. Each of these committees shall nominate 
a ticket for Trustees, officers and the Whist Com- 
mittee, to be voted for at the annual election; which 
tickets, w T ith a proper designation of the committees 
nominating* them respectively, shall be posted in 
some conspicuous place in the rooms of the Club, at 
least ten days before election. Any number of 
members, not less than ten, may nominate other 
candidates for any or all offices, such nominations to 
be in writing- over the sig-natures of the members 
making- them, and to be placed in the hands of the 
Secretary; and a certificate of the Secretary shall be 
appended to the names thus nominated, certifying- 
that they have been nominated by not less than ten 
members of the Club. The names of all candidates 
thus nominated shall be posted as aforesaid at least 
six days before the annual election. 

When the time has expired for posting- the 
names of candidates, the Secretary shall cause the 
names of all candidates to be printed on one ticket, 
indicating* thereon the offices for which they are 
severally nominated; and the ticket so made up shall 
be mailed to each member at least three days before 
election. Any member voting* shall hand his ballot to 
the Judg-es of Election, or send the same to them, or 
one of them, vouched for by the member's sig-nature. 



124 Mitchell's duplicate whist. 

Each member voting-, so far as he desires to 

exercise the privilege, shall place a mark opposite 
the name of the candidate of his choice for each of 
the various offices to be filled; and only names so 
marked shall be counted by the Judges of Election. 

The names of the successful candidates, and the 
offices to which they shall be respectively elected by 
a plurality of the ballots cast tor candidates of the 

respective offices, certified by the Judges of Election 

to the Secretary as aforesaid, shall be announced at 
the annual meeting, or at a meeting to which the 

same shall adjourn, and be recorded upon the 

records of the Club. 

In case of a failure to hold an election on the day 
herein Specified, or in case of a failure to elect any 
officer on such day, then the Club may, at any 
regular or special meeting, order an election to be 
held at a subsequent date, and make such directions 
in reference to judges of election and nominating 
committees as it may see lit. 

AJRTICLE VI. 
The Club shall have the power n\ vacating the 
places of any or all of the Trustees, officers or Whist 
Committee, by a vote oi two-thirds of the members 
present at a special meeting oi the Club, called for 
the purpose of voting- thereon, and of filling- any 
vacancy so created, or occurring from any other 
cause, at some subsequent meeting called for that 
purpose. 



BY-LAWS. 125 

ARTICLE VII. 

POWERS AND DUTIES OF OFFICERS. 

The President of the Club, and in his absence 
the Vice-President, shall authorize the call of all 
meeting's of the Club and of the Trustees, and shall 
exercise the usual functions of a presiding- officer. 

ARTICLE VIII. 

The Secretary of the Club shall notify each 
member of the Club of every meeting- of the Club, 
and each Trustee of all the meeting's of the Trus- 
tees; issue all other authorized notices to members; 
make and keep a true record of all the meeting's of 
the Club and Trustees; have custody of its articles 
of org-anization, by-laws and corporate seal, and 
conduct its correspondence. 

ARTICLE IX. 

The Treasurer shall receive, collect and, under 
the direction of the Trustees, disburse the funds of 
the Club, and shall keep reg-ular accounts thereof, 
which shall be subject to the examination of the 
President and Trustees. He shall submit a state- 
ment thereof to the Trustees whenever by them 
required. He shall, when required by the Trustees, 
give a bond conditioned for the faithful performance 
of his duties, the amount of which and the approval 
thereof shall be left to the discretion of the Trustees. 



126 MITCHELL 'S DUPLICATE WHIST. 

ARTICLE X. 

The Trustees shall have paramount control and 
general charge of the affairs, funds and property of 
the Club. It shall be their duty to carry out the 
objects and purposes thereof, and to this end they 
may exercise all the powers of the Club, subject to 
the articles of organization and by-laws, and to such 
action as the Club may take at its special or stated 
meeting's. 

ARTICLE XL 

The Trustees shall have the power to fill, until 
the next following annual meeting*, any vacancy 
which may occur either by death or resignation 
among* the Trustees, officers or Whist Committee of 

the Club. 

ARTICLE XII. 

The Trustees shall cause to be prepared annu- 
ally a detailed statement of the financial condition of 

the Club, showing its receipts and expenses of the 

current year, the number of members, and other 
matters oi general interest to the Club, and the 
statement thereof shall be printed and a copy sent to 
each member, at least three days previous to the 
annual meeting". 

AKTICLK XIII. 

The Trustees shall from time to time make 
rules and regulations on matters not determined by 
the by-laws, and enforce the same; and adopt and 



BY-LAWS. 127 

enforce such methods of discipline, short of expul- 
sion, with reference to the conduct of members, as 
occasion may from time to time seem to require, aud 
as in their opinion shall be for the best interests of 
the Club. 

ARTICLE XIV. 

A quorum of the Trustees shall consist of five of 
its members. 

ARTICLE XV. 

MEMBERSHIP. 

Any gentleman in good social standing- shall be 
eligible to membership. The limit of active member- 
ship shall be 

ARTICLE XVI. 

Any person wishing to become a member of the 
Club shall make a written application to the Secre- 
tary, stating his occupation and place of residence, 
and bearing the endorsement of two members in 
good standing. 

ARTICLE XVII. 

The application shall be posted upon the bulletin 
board of the Club two weeks prior to action thereon, 
and shall be considered by the Trustees at their first 
meeting after it has been posted as stated. If it 
receives no more than two negative ballots, the appli- 
cant shall be declared elected a member. 



128 Mitchell's duplicate whist. 

ARTICLE XVIII. 

Any Trustee may, at the same meeting*, move a 
reconsideration of a vote upon the admission of a 
candidate; but after an adjournment, no rejected 
candidate shall be eligible for six months thereafter. 

ARTICLE XIX. 

Every member of the Club shall pay an admis- 
sion fee of .... Dollars, and the Mini of .... Dollars 
as annual dues, payable half-yearly in advance on the 
first days of .... and .... in each year. 

ARTICLE XX. 

Every iktsih elected a member shall, within 
thirty (30) days after being informed thereof by the 
Secretary, pay to the Treasurer the amount of his 
admission fee, and a proportion of the semi-annual 
dues corresponding t<> the unexpired portion of the 
current half year no notice being take a <»: a fraction 
of a month . 

If tlie initiation fee and such dues are not paid 
within said thirty days, the election may he declared 
void by the Trust* 

ARTICLE XXI. 

The Trustees may in their discretion remit the 
dues of members absent from the city for a term 
of not less than six months consecutively, upon their 
application. 



BY-LAWS. 129 

ARTICLE XXII. 

Persons residing* miles or more from 

the city may be elected Associate Members in the 
manner provided for the election of regular mem- 
bers. They shall not be required to pay the 
initiation fee, but shall pay an annual subscription of 

Dollars. Associate members shall not be 

eligible to office, or have any voting- privilege or 
interest in the property of the Club. 

ARTICLE XXIII. 

Honorary Members may be admitted by the vote 
of the Trustees in the same manner as regular 
members are elected. The}' shall have the liberty of 
the Club House, but shall not be eligible to office, or 
have any voting* privilege or interest in the property 
of the Club. 

ARTICLE XXIV. 

The Trustees shall have power, by a vote of a 
majority of its members, to suspend or forfeit the 
membership of any member who shall negiect to pay 
his annual dues for more than sixty (60) days, or any 
other indebtedness to the Club, within ten (10) days 
after demand made, especial notice of such other 
indebtedness having* been given by the Treasurer to 
the Trustees. 

ARTICLE XXV. 

Any member may be expelled, when this shall 
be thougiit by the Club advisable, for malfeasance in 



130 Mitchell's duplicate whist. 

office or for ungentle manly conduct; such expulsion 
shall be by a two-thirds vote of the members present 
at a special meeting- called to consider the case, and 
all members of the Club shall be notified of the 
proposed action. The member accused shall have at 
least one week's notice in writing of the charge 
preferred. He shall be entitled to an Opportunity to 
be heard in his defense, either in person or by 
counsel. 

ARTICLE XXVI. 

Any member whose annual dues are fully paid 
may resign his membership; but any person ceasing 
to be a member of the Club through resignation or 
otherwise, shall forfeit all right and interest in the 
property of the Club. 

ARTICLE XXVII. 

mi ii i\ 

The annual meeting of tin- Club shall be held on 

the day of of eacb year 

members present shall constitute the necessary 
quorum for a valid meeting, but a less number may 
adjourn the meeting. 

ARTICLE XXVHL 

Special meetings of the Club may be called at 
any time by the President, Upon written notice by 
mail to each member, stating the object of the 
meeting". A special meeting shall also be called by 



BY-LAWS. 131 

the President upon written request of any fifteen 
members upon like notice. 

ARTICLE XXIX. 

The Trustees shall hold regular meeting's on the 

day of each month. Special meetings of 

the Trustees may be called by order of the Pres- 
ident, or in his absence, of the Vice-President. 
The Trustees shall also hold special meetings 
whenever requested by four members of the Board. 

ARTICLE XXX. 

NOTICES. 

All notices shall be sent to such address as shall 
be left with the Secretary. If no address is given, 
such notice shall be sufficient if addressed to the 
member at his last known place of residence. 

ARTICLE XXXI. 

COMMITTEES. 

The regular Standing Committees of the Club 
shall be a House Committee, a Membership Commit- 
tee and an Auditing Committee, each consisting of 
three members of the Board chosen by it. 

ARTICLE XXXII. 

The House Committee shall have charge of all 
matters pertaining to the Club House and the Club 
property, and shall adopt rules snbject to the 
approval of the Trustees, for its government. 



132 MITCHELL'S DUPLICATE WHIST. 

ARTICLE XXXIII. 

The Auditing- Committee shall audit all bills 
before they are paid by the Treasurer, examine and 
audit the Treasurer's accounts, and perform any 
other duties required by the Trustees pertaining to 

the finances of the Club. 

ARTICLE XXXIV. 

The Membership Committee shall investigate all 

applications tor membership and report thereon to 
the Board. 

ARTICLE XXXV. 

The Whist Committee shall arrange for contests 

within the Club and with other Wllist Clubs. They 

shall decide upon points of play and interpretation of 

whist laws and rules adopted by the Club, whenever 

differences in relation thereto are submitted to them. 
They shall institute any methods they may deem 
advisable to promote the efficiency of the player-. 
They shall provide playing and -core card-. 

ARTICLE XXXVI. 

wins I LAWS. 

The laws oi the American Whist League shall 
govern the play of the Club in matches played at the 
Club House. The Whist Committee -hall not be 
called upon to settle any questions except such as 
arise under these laws and under the rule- adopted 
bv the club. 



BY-LAWS. 133 

ARTICLE XXXVII. 

Card playing- in the Club room for money shall 
not be permitted. 

ARTICLE XXXVIII. 

AMENDMENTS. 

To amend the By-Laws, an affirmative vote of 
two-thirds of the members present at a general or 
special meeting-, called for that purpose, shall be 
requisite. But no proposition to amend the By-Laws 
shall be submitted to the Club for action thereon 
which has not been submitted in writing- to the 
Secretary by at least ten members, or has received 
the approval of a majority of the Trustees at a 
reg-ular meeting* of the Board. In either case the 
Secretary shall cause the proposed amendment to be 
printed and mailed to each member at least seven 
days before the meeting* at which action is to be 
taken thereon, and at the same time with the notice 
of such meeting*. 

DRAFT OF HOUSE RULES. 

The Club House will be open to members every 
day, except Sunday, at 10 a. m. 

The Club House shall be closed at 12:30 a. m., 
and all service shall be withdrawn at that hour. 

visitors. 

Residents of the city, and within a radius of 
.... miles thereof, shall be deemed resident visitors 



134 



MITCHELL'S DUPLICATE WHIST. 



and may be invited to the Club House not to exo 
three times in one year. 

Non-residents may be invited at any time. 

At the request of any member of the Club, the 
Secretary shall issue a card extending to a non- 
resident visitor the privileges of the Club tor a 
period of fifteen days. 

The name and residence of each visitor, and the 

name of the member introducing him, shall be 
registered by such member in the book provided by 
the Club for that purpose. 

Members introducing strangers into the Club 
will be considered responsible i<>v their conduct 

while in the house and for any debt that may accrue 

on their account. 

INDl 1: I ! I>\ 

Members are requested to sign cards for all 

orders when served, or if payment i^ made when 
order is served, to write "Paid" across the face of 

the card accompanying the order. 

Members should discharge all indebtedness to 

the Club, before leaving the house. 

For the purpose of calling attention of members 

to any current indebtedness, notices will be mailed 
every second Monday, and on the following Monday 
the names of the delinquents, with the amounts due, 
shall be posted on the bulletin board o\ the Club. If 
payment is not made within three days from date of 
such posting-, the names of the delinquents shall be 



BY-LAWS. 135 

reported to the Board of Trustees, and until such 
debt shall be paid, further credit to such members 
shall cease. 

RESTRICTIONS. 

No member shall take from the Club House any 
book, pamphlet or newspaper, or any other article 
belonging- to the Club. 

Servants shall not be sent out of the Club House 
without permission of the House Committee. 

Glass, crockery or other property of the Club 
broken or injured, must be promptly paid for by the 
member responsible for the accident. 

Any member suspended for non-payment of 
dues, or other indebtedness, shall not be allowed in 
the Club House, unless reinstated by the Board of 
Trustees. 

COMPLAINTS. 

Members are requested to make all complaints 
or sug*g-estions in writing", and address the same to 
the House Committee. 



APPENDIX IV. 



THE LAWS OF AMERICAN WHIST. 



THE LAWS OF WHIST. 139 



THE LAWS OF WHIST. 

As Revised and Adopted at the Third American Whist Congress, 
Chicago, June 20-24, x 893. 

THE GAME. 

1. A g*ame consists of seven points, each trick 
above six counting- one. The value of the g*ame is 
determined by deducting- the loser's score from 
seven. 

FORMING THE TABLE. 

2. Those first in the room have the preference. 
If, by reason of two or more arriving- at the same 
time, more than four assemble, the preference among* 
the last comers is determined by cutting*, a lower cut 
g-iving- the preference over all cutting* hig-her. A 
complete table consists of six; the four having* the 
preference play. Partners are determined by cut- 
ting-; the hig*hest two play ag*ainst the lowest two; 
the lowest deals and has the choice of seats and 
cards. 

3. If two players cut intermediate cards of 
equal value, they cut ag*ain; the lower of the new cut 
plays with the original lowest. 

4. If three players cut cards of equal value, 
they cut ag*ain. If the fourth has cut the hig*hest 
card, the lowest two of the new cut are partners, and 



140 mitchkll's duplicate whist. 

the lowest deals. If the fourth has cut the lowest 
card, he deals and the highest two of the new cut arc 
partners. 

5. At the end of a game, if there are more than 
four belonging- to the table, a sufficient number of the 
players retire to admit those awaiting their turn to 
play. In determining which players remain in, those 
who have played a less number of consecutive games 
have the preference over all who have played a 
greater number. Between two or more who have 
played an equal number, the preference is deter- 
mined by cutting, a lower cut giving the preference 
over all cutting higher. 

6. To entitle one to enter a table, he must 
declare his intention t<> do so before anv one of the 

players has cut tor the purpose of commencing a 

new game or of cutting <>ut. 

CD I i IN'-. 

7. In cutting, the ace is the lowest card. All 

must cut from the same pack. If a player exposes 
more than one card, he must cut again, Drawing 
cards from the outspread pack may be resorted to in 
place of cutting. 

SHUFFLING. 

8. Before every deal the cards must be shuffled. 
When two packs are used, the dealer's partner must 
collect and shuffle the cards for the ensuing deal, and 
place them at his right hand. In all cases the dealer 
may shuffle last. 



THE LAWS OF WHIST. 141 

9. A pack must not be shuffled during the play 
of a hand, nor so as to expose the face of any card. 

CUTTING TO THE DEALER. 

10. The dealer must present the pack to his 
right-hand adversary to be cut. The adversary 
must take a portion from the top of the pack and 
place it towards the dealer. At least four cards 
must be left in each packet. The dealer must 
reunite the packets by placing the one not removed 
in cutting upon the other. 

11. If, in cutting or in reuniting the separate 
packets, a card is exposed, the pack must be 
reshuffled by the dealer and cut again. If there is 
any confusion of the cards, or doubt as to the place 
where the pack was separated, there must be a new 
cut. 

12. If the dealer reshuffles the pack after it "has 
been properly cut, he loses his deal. 

DEALING. 

13. When the pack has been properly cut and 
reunited, the dealer must distribute the cards, one at 
a time, to each player in regular rotation, beginning 
at his left. The last, which is the trump card, must 
be turned up before the dealer. At the end of the 
hand, or when the deal is lost, the deal passes to the 
player next to the dealer on his left, and so on to each 
in turn. 



142 Mitchell's duplicate whist. 

14. There must be a new deal by the same 
dealer: — 

i. If any card except the last is faced in 
the pack. 

ii. If, during- the deal, or during the play of 
the hand, the pack is proved incorrect or 
imperfect; but any prior score made with that 
pack shall stand. 

15. If, during the deal, a card is exposed, the 

side not in fault may demand a new deal, provided 
neither of that side has touched a card. If a new 
deal does not take place, the exposed card is not 
liable to be called. 

L6. Anyone dealing OUt of turn, or with his 
adversaries' pack, may be Btopped before the trump 
card is turned, after which the deal is valid, and the 

packs, if changed, so remain. 

MISDEALING. 

17. It is a misdeal : — 

I, If the dealer omits to have the pack cut, 
and his adversaries discover the error before 
the trump card is turned, and before looking 

at any of their cards. 

ii. If he deals a card incorrectly, and fails 
to correct the error before dealing another. 

in. If he counts the cards on the table or in 
the remainder of the pack. 

iv. If, having- a perfect pack, he does not 
deal to each player the proper number of 



THE LAWS OF WHIST. 143 

cards, and the error is discovered before all 
have played to the first trick. 

v. If he looks at the trump card before the 
deal is completed. 

vi. If he places the trump card face down- 
wards upon his own or any other player's 
cards. 
A misdeal loses the deal, unless during" the deal 
either of the adversaries touches a card, or in any 
other manner interrupts the dealer. 

THE TRUMP CARD. 

18. The dealer must leave the trump card face 
upwards on the table until it is his turn to play to the 
first trick. If it is left on the table until after the 
second trick has been turned and quitted, it is liable 
to be called. After it has been lawfully taken up, it 
must not be named, and any player naming- it is 
liable to have his highest or his lowest trump called 
by either adversary. A player may, however, ask 
w T hat the trump suit is. 

IRREGULARITIES IN THE HANDS. 

19. If, at any time after all have played to the 
first trick, the pack being- perfect, a player is found 
to have either more or less than his correct number 
of cards, and his adversaries have their rig-ht 
number, the latter, upon the discovery of such 
surplus or deficiency, may consult and shall have the 
choice : — 



144 mitchkll's duplicate whist. 

i. To have a new deal ; or, 

ii. To have the hand played out, in which 
case the surplus or missing card or cards arc 
not taken into account. 

If either of the adversaries also has more or less 
than his correct number, there must be a new deal. 

If any player has a surplus card by reason of an 
omission to play to a trick, his adversaries can 
exercise the foregoing privilege only after he has 
played to the trick following the one in which such 
omission occurred. 



CARDS LIABLE I 1 1 Bl . CALLED. 

l'o. The following cards are liable to be called 
by either adversary — 

I. Every card laced Upon the table other- 
wise than in the regular course of play, but 
not including a card led out of turn. 

II. Every card thrown with the one led or 
played to the cm-rent trick. The player must 
indicate the one led or played. 

in. Every card so held by a player that his 
partner sees any portion (A its lace. 

iv. All the cards in a hand lowered or 
shown by a player so that his partner - 
more than one card of it. 

V. Every card named by the player 
holding- it. 



THE LAWS OF WHIST. 145 

21. All cards liable to be called must be placed 
and left face upwards on the table. A player must 
lead or play them when they are called, provided he 
can do so without revoking*. The call may be 
repeated at each trick until the card is played. A 
player cannot be prevented from leading* or playing- a 
card liable to be called. If he can g*et rid of it in the 
course of play, no penalty remains. 

22. If a player leads a card better than any his 
adversaries hold of the suit, and then leads one 
or more other cards without waiting- for his partner 
to play, the latter may be called upon by either 
adversary to take the first trick, and the other cards 
thus improperly played are liable to be called. It 
makes no difference whether he plays them one after 
the other, or throws them all on the table tog-ether, 
after the first card is played, the others are liable to 
be called. 

23. A player having* a card liable to be called, 
must not play another until the adversaries have 
stated whether or not they wish to call the card liable 
to the penalty. If he plays another card without 
awaiting* the decision of the adversaries, such other 
card also is liable to be called. 

LEADING OUT OF TURN. 

24. If any player leads out of turn, a suit may 
be called from him or his partner the first time it is 
the turn of either of them to lead. The penalty can 



146 Mitchell's duplicate whist. 

be enforced only by the adversary on the right of the 
player from whom a suit can be lawfully called. 

If a player so called on to lead a suit has none of 
it, or if all have played to the false lead, no penalty 
can be enforced. If all have not played to the trick, 
the cards erroneously played to such false load are 
not liable to be called and must be taken back. 

PLAYING OUT OF TURN. 

25. If the third hand plays before the second, 
the fourth hand also may play before the second. 

2& If the third hand has not played, and the 
fourth hand plays before tin- second, the latter may 
be called upon by the third hand to play his highest 

or lowest card of the suit led, or if he has none, to 
trump or not to trump the trick. 

ABANDONED HANDS. 

27. If all four players throw their cards on the 
table, face upwards, no further play of that hand is 
permitted. The result of the hand, as then claimed 
or admitted, is established, provided that if a revoke 
is discovered, the revoke penalty attaches. 

REVOKING. 

28. A revoke is a renounce in error not cor- 
rected in time. A player renounces in error when, 
holding* one or more cards of the suit led, he plays a 
card of a different suit. 

A renounce in error may be corrected by the 
player making it before the trick in which it occurs 



THE LAWS OF WHIST. 147 

has been turned and quitted, unless either he or his 
partner, whether in his rig*ht turn or otherwise, has 
led or played to the following* trick, or unless his 
partner has asked w T hether or not he has any of the 
suit renounced. 

29. If a player corrects his mistake in time to 
save a revoke, the card improperly played by him is 
liable to be called. Any player or players w^ho have 
played after him may withdraw their cards and 
substitute others. The cards so withdrawn are not 
liable to be called. 

30. The penalty for revoking* is the transfer of 
two tricks from the revoking* side to their adver- 
saries; it can be enforced for as many revokes as 
occur during* the hand. The revoking* side cannot 
win the game in that hand; if both sides revoke, 
neither can w T in the g*ame in that hand. 

31. The revoking* player and his partner may 
require the hand in w r hich the revoke has been made 
to be played out, and score all points made by them 
up to the score of six. 

32. At the end of a hand, the claimants of a 
revoke may search all the tricks. If the cards have 
been mixed, the claim may be urg*ed and proved, if 
possible ; but no proof is necessary and the revoke is 
established if, after it has been claimed, the accused 
player or his partner mixes the cards before they 
have been examined to the satisfaction of the 
adversaries. 



148 Mitchell's duplicate whist. 

33. The revoke can be claimed at any time 
before the cards have been presented and cut for the 
following- deal, but not thereafter. 

MISCELLANEOUS. 

34. Anyone, during the play of a trick, and 
before the cards have been touched for the purp 

of gathering- them together, may demand that the 
players draw their cards. 

35. If anyone, prior to his partner playing, calls 
attention in any manner to the trick- or to the score, 

the adversary last to play to the trick may require 

the offender's partner to play his highest or lowest 
of the suit led, or, if he has none, to trump or not to 
trump the trick. 

36. If any player says, "I can win the rest," 
"The rest are ours," "We have the game, " or words 
to that effect, his partner's cards must be laid upon 

the table and are liable to be called. 

37. When a trick has been turned and quitted, 
it must not again be seen until after the hand has 
been played. A violation of this law subjects the 
offender's side to the same penalty as in case of a 
lead out of turn. 

38. If a player is law fully called upon to play 
the highest or lowest of a suit, or to trump or not to 
trump a trick, or to lead a suit, and unnecessarily 
fails to comply, he is liable to the same penalty as if 
he had revoked. 



THE LAWS OF WHIST. 149 

39. In all cases where a penalty has been 
incurred, the offender must await the decision of the 
adversaries. If either of them, with or without his 
partner's consent, demands a penalty to which they 
are entitled, such decision is final. If the wrong- 
adversary demands a penalty, or a wrong- penalty is 
demanded, none can be enforced. 

ETIQUETTE OF WHIST. 

As Adopted by the Third American Whist Congress, 1893. 

The following- rules belong- to the established 
code of whist etiquette. They are formulated with a 
view to discourag-e and repress certain improprieties 
of conduct, therein pointed out, which are not 
reached by the laws. The courtesy which marks 
the intercourse of g-entlemen will reg-ulate other 
more obvious cases. 

I. No conversation should be indulg-ed in during* 
the play, except such as is allowed by the laws of the 
game. 

II. Xo player should in any manner whatsoever, 
g-ive any intimation as to the state of his hand or of 
the game, or of approval or disapproval of a play. 

in. Xo player should lead until the preceding- 
trick is turned and quitted. 

iv. Xo player should, after having* led a winning- 
card, draw a card from his hand for another lead 
until his partner has played to the current trick. 

v. Xo player should play a card in any manner 
so as to call particular attention to it; nor should he 



150 Mitchell's duplicate whist. 

demand that the cards be placed in order to attract 
the attention of his partner. 

vi. No player should purposely incur a penalty 
because he is willing to pay it, nor should he make a 
second revoke in order to conceal one previously 
made. 

yii. No player should take advantage <>\ infor- 
mation imparted by his partner through a breach of 

etiquette. 

vin. No player should object to referring a 
disputed question of fact to a bystander who 
professes himself uninterested in the result of the 
game, and able to decide the question, 

ix. Bystanders should not in any manner call 

attention to or give any intimation concerning the 

play, or the state of the game, during the play of a 

hand. They should not look over the hand of a 
player without his permission; QOr should they walk- 
around the table to lool< at the different hands. 

LAWS OF DUPLICATE WHIST. 
Adopted May 24, 1891, at the Fourth American Whist Congresi. 

Duplicate whist is governed by the Laws of 
Whist, except in so tar as they are modified by the 
following Special Laws: 



THE LAWS OF WHIST. 151 

THE GAME AND THE SCORE. 

LAW A. 

A game or match consists of any agreed number 
of deals, each of which is played once only by each 
player. 

The contesting* teams must be of the same 
number, but may each consist of any agreed number 
of pairs, one-half of which, or as near thereto as 
possible, sit north and south, the other half east and 
west. 

Every trick taken is scored, and the match is 
determined by a comparison of the ag-greg-ate scores 
won by the competing- teams. In case the teams 
consist of an odd number of pairs, each team in 
making- up such ag-greg-ate adds, as thoug*h won bv 
it, the averag-e score of all the pairs seated in the 
position opposite to its odd pair. 

Each side keeps its own score, and it is the duty 
of the north and south players at each table to 
compare the scores there made and see that thev 
correspond. In case they fail to perform this duty, 
the east and west scores are taken as correct, and 
the north and south scores made to correspond 
thereto. 

In a match betw r een two teams, the team 
which w r ins a majority of all the tricks scores the 
match as won by that number of tricks which it has 
taken in excess of one-half the total. 



152 Mitchell's duplicate whist. 

In a match between more than two teams, each 
team wins or loses, as the case may be, by the 
number of tricks which its aggregate score exceeds 
or falls short of the average score of all the com- 
peting teams. 

In taking averages fractions are disregarded and 
the nearest whole number taken, one-half counting 
as a whole, unless it is necessary t<> take the fraction 
into account to avoid a tie. in which case the match is 
scored as won by "the fraction of a trick." 

FORMING THE TABLES. 

LAW ]\. 

Tables may he formed by cutting ^v by agree- 
ment. 

In two-table duplicate, if the tables are formed 
by cutting, the four having the preference play at 

one table, and the next four at the other. The 

highest two at one table are partners with the lowest 

two at the Other. The highest two at each table ait 
north and south ; the lowest two east and west. 

DEALING AND MISDEALING. 

LAW C. 

The deal is never lost. In case i)i a misdeal, or 
of the exposure of a card during the deal, the cards 
must be redealt by the same player. 



THE LAWS OF WHIST. 153 

THE TRUMP CARD. 

LAW D. 

The trump card must be recorded, before the 
play begins, on a slip provided for that purpose. 
When the deal has been played the slip on which the 
trump card has been recorded must be placed by the 
dealer on the top of his cards; but the trump card 
must not be again turned until the hands are taken 
up for the purpose of overplaying* them, at which 
time it must be turned and left face upward on the 
table until it is the dealer's turn to play to the first 
trick. The slip on w T hich the trump card is recorded 
must be turned face downwards as soon as the 
trump card is taken up by the dealer. 

IRREGULARITIES IN THE HANDS. 
LAW E. 

If a player is found to have either more or less 
than his correct number of cards, the course to be 
pursued is determined by the time at which the 
irregularity is discovered. 

i. Where the irregularity is discovered before 
or during the original play of the hand : — 
There must be a new deal. 

ii. Where the irregularity is discovered when 
the hand is taken up for overplay, and 
before such overplay has begun: — 
The hand in w^hich the irregularity is so discov- 
ered must be sent back to the table from which it 
was last received, and the error be there rectified. 



154 Mitchell's duplicate whist. 

hi. Where the irregularity is not discovered 
until after the overplay bus begun: — 

In two-table duplicate there must be a new deal; 
but in a game in which the same hands are played at 
more than two tables, the hands must be rectified as 
above, and then passed to the next table, without 
overplay at the table at which the error was discov- 
ered; in which case, if a player had a deficiency and 
his adversary the corresponding surplus, each tram 
takes the average score tor that deal. If, however, 
his partner had the corresponding surplus, lii^ team 
is given the lowest score made at any table for that 

deal. 

PLAYING THE CARDS. 

LAW 1 . 

Bach player, when it is his turn t<> play, must 
place his card face upwards before him, and toward 
the center of the table, and allow it t< > remain Upon 
the table in this position until all have played to the 
trick, when lie must turn it i)\cr and place it face 
downwards, and nearer to himself, placing each 
successive card as he turns it on top of the last card 
previously turned by him. After he has played his 
card, and also after he has turned it, he must quit it 
by removing- his hand. 

A trick is turned and quitted when all four 
players have turned and quitted their respective 
cards. 



THE LAWS OF WHIST. 155 

The cards must be left in the order in which 
thev were played until the scores for the deal are 
recorded. 

CLAIMING A REVOKE. 

LAW G. 

A revoke may be claimed at any time before the 
last trick of the deal in which it occurs has been 
turned and quitted, and the scores of that deal 
recorded, but not thereafter. 

SINGLE TABLE OR MNEMONIC DUPLICATE. 

The laws of duplicate whist govern, where 
applicable, except as follows : 

Each player plays each deal twice, the second 
time playing- a hand previously played by an adver- 
sary. 

Instead of turning- the trump, a single suit may 
be declared trumps for the g-ame. 

On the overplay the cards may be gathered into 
tricks, instead of playing- them as required by 
Law F. 

In case of the discovery of an irregularity in the 
hands, there must always be a new deal. 



INDEX. 



157 



INDEX. 



PAGE. 

Allen discard 103 

Allison, james, invention. . . 16 
Averages, How to figure. . . 19, 27 

Baker, E. T., progressive 

duplicate 31 

By-Laws for Whist Club... 121 

Cavendish's duplicate game. 13 
Chicago Whist Club game. . 26 

Command signal 100, 106 

Congress program 113 

Cross-ruff 87 

Cyclical formulas 40, 66 

Discard, The 97, 102, 106 

The Allen 103 

The Pettes 104 

The Tormey 104 

Variations of the 102 

Echo, The 96 

The Sub- 101 

The 3 trump 97, 101 

The 4 trump 97, 102 

The 5 trump .97, 101 

Variations of the 100 

Eight schedule 48 

Eight team schedules. ... 67, 74 



PAGE. 

Eight ladies and eight gen- 
tlemen 69 

Eighteen team schedules. .68, 74 

Eleven rule, Foster's 88, 90 

Elimination of luck 11, 14 

Etiquette of whist 149 

Even table progressive 30 

Field, London, clipping .... 16 

Fifty-six schedule 64, 66 

Fifty-two schedule 63, 66 

Five trump echo 97, 101 

Forced leads 85 

Forcing your partner ...87, 106 

Forty schedule 58, 66 

Forty-eight schedules .60, 62, 66 

Foster's eleven rule 88, 90 

Four schedule 37, 39 

Four ladies and four gentle- 
men 69 

Four trump echo 97, 102 

Fourteen team schedules. .67, 75 
Fourth best, Lead of 84, 106 

Hadlock, Prof. A., progres- 
sive duplicate 30 

Hands, number of in game. 

18, 115 



158 



ixni, \. 



PAGE. 

High card leads 83, 105, 109 

Home Club, Seating of 19 

House rules for Whist Club. 133 
Howell's modification of pro- 
gressive fours s3 

Individual record 27, 39, 48 

Individual schedules 

Inferences, Table of 

Interclub duplicate whist. 

Jones, Henry (Cavendish) .. 13 

Ladies and Gentlemen s pro- 
gressive 

Ladies and Gentlemen's 
schedules 

Laws of duplicate whisl . . . 150 

Laws of single table or : 
monic duplicate 

Laws of whist (Americ 

Leading up to the weak .... 

Leading through an honor. . 107 
Leading through the strong 

Leads, Forced 

Fourth best.... 84, 106, 108 

1 [igh card 83, 105, 108 

New system of 107 

Returned 93, to6 

Short suit 

Table of 84, 109 

and inferences Si 

London Field, clipping 16 

Luck, Elimination of 11, 14 

Mnemonic duplicate (single 
table) 38, 155 



Moore. E. Hastings. 41// 
formulas 44, 60 

New system of leads 107 

North player score keeper . . 
Number of hands in game. i s . 115 
Number of trays per table. 

Object of game to take 

trieks 9, 81 

( )d<l table progressive 

( >dd team in game 

D of duplicate whist ... 

Pair record 

Pette 104 

I 'laying to the score 11 

rhyming rnle 

to suit the Ameru 105 

Principle of modern leads. 82, i«»5 

.... j 1 3 
Progressh e duplicate whist 

31 

Returned leads 93, i<>6 

Reverse signal 100 

Raffing (trumping in .87, 91. 107 

SafTord, A. G., formulas ... 45 
Schedules, individual (once 
with and twice against). . 40 

Four 39 

Eight 48 

Twelve 48, 66 

Sixteen 49 

Twenty 50, 66 

Twenty-four 51, 66 

Twenty-eight 52, 66 



INDEX. 



159 



PAGE. 

Schedules, individual — 

Thirty-two 46, 54 

Thirty-six 56, 66 

Forty 58, 66 

Forty-eight 60, 62, 66 

Fifty-two 63, 66 

Fifty-six 64, 66 

Sixty-four 65, 66 

Schedules, team (all num- 
bers) . ... 74 

Four 37 

Six 74 

Eight 67, 74 

Ten 75 

Twelve 67, 74 

Fourteen 67, 75 

Sixteen 68, 74 

Eighteen 68, 74 

Twenty 68, 74 

Schedules for Howell's 

game 34 

Schwarz, Theodore 14, 40 

Seating of Visiting and Home 

Clubs 19 

Second hand play, holding 

fourchette 89 

Holding king and one. . 88 

Holding queen and one. 88 
Holding two high cards 

in sequence 89 

Holding one high card 

and one small 89, 107 

Holding ace 90 

On nine led 88 

On eight led 89 



PAGE. 

Second hand play — 

On seven led 89 

On low card led 89 

On honor led 90 

Sections, Dividing game into 27 

Short suit leads. 85 

Signal, The 95 

Command ioo, 106 

Reverse 100 

Variations of the 100 

Single table duplicate. . . .38, 155 
Single table progressive .... 39 

Six team schedule 74 

Sixteen ladies and sixteen 

gentlemen 70 

Sixteen schedule 49 

Sixteen team schedules. . . .68, 74 

Sixty-four schedule 65, 66 

Sub-echo 101 

Table of inferences 98 

Table of original leads. . .84, 109 

Team schedules 74 

Team-of-four schedule score 

cards 20 

Teams-of-four tournaments. 28 

Ten team schedule 75 

Third hand play 92 

Thirty-six schedule 56, 66 

Thirty-two schedule 46, 54 

Thirty-two ladies and thirty- 
two gentlemen 72 

Three trump echo 97, 101 

Throwing the lead 106 

Tormey discard 104 

Tournaments within clubs. . 26 



160 



INDEX. 



Trays, Number of per table. 27 

Trump play 86, [07 

Trumping in (ruffing). 87, 91, 107 
Twelve schedule 48, 66 

67. 74 

68, 74 
• 37 



Twelve team schedules 

Twenty schedule 

Twenty team schedules 
Twenty-eight schedule 
Twenty-four schedule 
Two table progressive . 



Unblocking 



PAGE 

Variations of the discard. . . . 102 
Variations of the signal and 

echo ion 

Visiting Club, seating of. . . 

Whist Club by-laws 121 

Whist Club house rules 133 

Whitfeld, W. H., On sched- 
ule making 40 

The schedules 

Whitfeld progressive dupli- 
cate I ; 








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